Round 13: Only Mostly Dead
Wow, things have certainly changed since my last turnset. We have units EVERYWHERE!
Ruff's instructions and arrowed maps are a huge help; if only all succession games were so easy to follow. According to the info panel on the right side of the screen, we have 140 units coming after us this round - ouch! No clue what that consists of, but we can't afford to take chances. I pick up Macemen tech for 1200g, then spend the remaining 1000g on one maceman (160g) for the forward jungle tile that just grew, and a catapult (480g) and bowman (260g) for our southern bombard stack. That leaves 122g for next round - hopefully, we'll have enough forces on hand this round.
Here's our map, with units all over the place:
I can see four huts before even getting started, which yield 51g, 79g, 67g, and 74g (271g). Our eastern scout pokes around for the final one, but I don't really care too much if we miss out on it. 2000g per round covers purchases pretty well on its own.
Of course, as soon as I type those lines, I find the last hut with 72g inside. So much for trying to predict things!
The enemies are indeed a mixture of zombies and suicide grenadiers:
Moving at only speed 1 though, we should be good. I hope.
There were some zombies moving through the southern hills; I was a little worried that they might stay down there, but (as Ruff predicted) they diverted north right into the teeth of our defenses. Whew. Score one for AI predictability!
We take out our first suicide unit:
Die, you fiend! The zombies are basically a total non-threat; they're just bodies providing cover for the kamikazes. Fortunately, we have plenty of longbows (a full twelve!) to snipe out the suicide bad boys. Good riddance.
Ruff's southern "save" tile in the north is actually not safe at all, as there are units moving through it. Good thing we already moved the forward cat stack north, out of harm's way... I delete the sign, however, to avoid confusion.
There was certainly no lack of enemies to kill...
But our ranged units mercilessly cut them all down.
Frankly, it was a total slaughter; we could have killed every single unit without them even touching our melee guys (although I let as many zombies through as possible for the free XP). Keeping zombies alive to attack (and die) was actually the hardest part of the round. I did lose a scout when the AI moved onto a tile that we previously thought was safe (on the southern half of the north front), so be sure to replace him on the cheap. Our maceman took the brunt of incoming attacks, going from 0XP to 61XP in a single round! He can probably take out Monster Tanks now with the resulting Woodsman III/Combat V combo, heh.
Sorry about losing our Scout; everything else went quite well. We have 2465g to replace him next round, so I'm not shedding too many tears. I apologize for not typing a longer report, but things were rather mundane. Shoot, shoot, shoot, and eventually everything dies.
http://www.garath.net/Sullla/Civ4/SG/RBTS2/RBTS2-AD-5725.zip
Sullla
Zeviz <<< UP NOW
scooter <<< on deck
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