SGOTM 15 - One Short Straw

No new techs learned; Shaka has 30 less Gold:
Spoiler :



Espionage:
Hatty has spent 279 EPs on us
123/122 EPs required to see Hatty's Demographics; keeping +4 EPs on her
Elephantine: Sab Buliding = 414; Sab Production = N/A

Hammy has spent 199 EPs on us
97/95 EP required to see Hammy's Demographics
Borsippa: Sab Buliding = 230; Sab Production = 168
Opis: Sab Buliding = N/A; Sab Production = 59
 
I'm not sure what units we have in TOkyo anymore. If Hatty's going to bombard our defenses down, it could get bloody.
 
I have moved our Super Medic to the PHRiv For square.


Are you okay if we Chop that Forest this turn using our Worker 3 plus the two captured Workers in Satsuma, so that the Forest Chop becomes ours prior to us capturing Memphis (and so that we can feasibly gift away Satsuma permanently before needing to "realise" that Chop later)? I don't really see us wanting this square's +50% Defensive bonus, but I figured that I would ask first, just in case we actually wanted to keep said bonus more than get the 20 Hammer Chop in Satsuma (which will go toward an Archer, I suppose).


Do we want to move any of our other units from Tokyo to join our stack of doom this turn? I mean, are we potentially going to march on Hatty next turn even with wounded units? If yes, we could, say, move at least our Trebs to join our stack of doom.
Spoiler :
 
Kyoto also has a Crossbowman and a Treb in it, and since 2 new Trebs will arrive from Osaka in Kyoto (and a Scout from further away will arrive in Kyoto), both of those units currently in Kyoto (the Crossbowman and the Treb) can move into Tokyo this turn.
 
I switched to building a Pike in Osaka, which we can whip next (or else we can whip that Catapult which is close to becoming a 1-pop-whip... and maybe overflow the whipped Catapult into an Archer?).

We're still going to wait until T116 to Chop the 2 Forests at Kyoto, right?

Zlat's Pike will lose Hammers in 4 turns, it's Crossbowman in 5 turns, and NC's Work Boat in 5 turns.

GEL is going to put 5 Hammers into a Treb.


NC will put 29 Hammers into a Forge (26 come from overflow Hammers) and is working the G Cottage to grow in 2 turns instead of in 3 turns.


Marble City is set to build a Catapult, as I said above.


Are we whipping Kyoto or growing the City?


I guess that we'll keep building the Archer in Tokyo, even if we end up losing/gifting the City before the Archer gets completed.
 
I have moved our Super Medic to the PHRiv For square.


Are you okay if we Chop that Forest this turn using our Worker 3 plus the two captured Workers in Satsuma, so that the Forest Chop becomes ours prior to us capturing Memphis (and so that we can feasibly gift away Satsuma permanently before needing to "realise" that Chop later)? I don't really see us wanting this square's +50% Defensive bonus, but I figured that I would ask first, just in case we actually wanted to keep said bonus more than get the 20 Hammer Chop in Satsuma (which will go toward an Archer, I suppose).


Do we want to move any of our other units from Tokyo to join our stack of doom this turn? I mean, are we potentially going to march on Hatty next turn even with wounded units? If yes, we could, say, move at least our Trebs to join our stack of doom.
Spoiler :

Kyoto also has a Crossbowman and a Treb in it, and since 2 new Trebs will arrive from Osaka in Kyoto (and a Scout from further away will arrive in Kyoto), both of those units currently in Kyoto (the Crossbowman and the Treb) can move into Tokyo this turn.
1. Kyoto: I would 3whip the forge this turn, and follow the previous plan.

Sorry, I'm a bit confused now.

2. I'm not sure which forest you're referring to, to chop.
3. I'm not sure what defenses we have in TOkyo, altogether.

It's just plain hard for me to operate without the save in front of me. Sorry.
 
Basically, we don't want to take a big beating in Tokyo, so want want to figure out if we can defend it safely at 0% or not. Meanwhile, we also need to put together a safe SoD so we can keep plowing forward.
 
Worker 4 connects up the Cow.


I guess that we don't necessarily need to complete a GRiv Cottage this turn for Delhi or DC... growing Delhi would make it Unhealthy and risks it being Unhappy after fighting Hatty for a while... although we could feasibly have Workers 0 and 1 double-up to complete a GRiv Cottage there this turn.


I'll upload the saved game now so that you can get your clear picture of what's going on.
 
Here is your Session Turn Log from 50 BC to 1 AD:
Spoiler :
Turn 113, 50 BC: The enemy has been spotted near Tokyo!
Turn 113, 50 BC: The enemy has been spotted near Tokyo!
Turn 113, 50 BC: Gold-E Locks has grown to size 6.
Turn 113, 50 BC: Gold-E Locks can hurry Pikeman for 2⇴ with 28ℤ overflow and +1⇤ for 31 turns.
Turn 113, 50 BC: Nature's Chandi will become unhappy on the next turn.
Turn 113, 50 BC: Osaka has grown to size 4.
Turn 113, 50 BC: Osaka can hurry Catapult for 2⇴ with 28ℤ overflow and +1⇤ for 14 turns.
Turn 113, 50 BC: Tokyo can hurry Walls for 1⇴ with 15ℤ overflow and +1⇤ for 10 turns.
Turn 113, 50 BC: Nature's Chandi will become unhappy on the next turn.
Turn 113, 50 BC: Shakagawa refuses to talk.
Turn 113, 50 BC: Tokugawa refuses to talk.
Turn 113, 50 BC: Hatsegawa refuses to talk.
Turn 113, 50 BC: You are the worst enemy of Tokugawa, Hatsegawa, Cyrusgawa, Hammuragawa, Shakagawa.
Turn 113, 50 BC: Nature's Chandi will become unhappy on the next turn.
Turn 113, 50 BC: Shakagawa refuses to talk.
Turn 113, 50 BC: Tokugawa refuses to talk.
Turn 113, 50 BC: Hatsegawa refuses to talk.
Turn 113, 50 BC: You are the worst enemy of Tokugawa, Hatsegawa, Cyrusgawa, Hammuragawa, Shakagawa.
Turn 113, 50 BC: Nature's Chandi will grow to size 8 on the next turn.
Turn 113, 50 BC: Marble City will grow to size 5 on the next turn.
Turn 113, 50 BC: Deer Cow will grow to size 3 on the next turn.
Turn 113, 50 BC: You have trained a Trebuchet in Delhi. Work has now begun on a Trebuchet.
Turn 113, 50 BC: You have trained a Trebuchet in Gold-E Locks. Work has now begun on a Pikeman.
Turn 113, 50 BC: You have trained a Scout in Marble City. Work has now begun on a Catapult.
Turn 113, 50 BC: You have trained a Crossbowman in Osaka. Work has now begun on a Catapult.
Turn 113, 50 BC: You have constructed a Walls in Tokyo. Work has now begun on a Archer.
Turn 113, 50 BC: Hinduism has spread in Deer Cow.
Turn 113, 50 BC: A Farm has been destroyed by a marauding Egyptian War Chariot!
Turn 113, 50 BC: Shwedagon Paya has been built in a far away land!
Turn 113, 50 BC: A Forest has grown near Nature's Chandi!

Turn 114, 25 BC: A Indian Spy 1 (Zlatorog) has been stumbled upon while operating near the Babylonian city of Borsippa!
Turn 114, 25 BC: The enemy has been spotted near Tokyo!
Turn 114, 25 BC: The enemy has been spotted near Tokyo!
Turn 114, 25 BC: Nature's Chandi has grown to size 8.
Turn 114, 25 BC: Nature's Chandi has become unhappy.
Turn 114, 25 BC: Marble City has grown to size 5.
Turn 114, 25 BC: Marble City can hurry Catapult for 1⇴ with 24ℤ overflow and +1⇤ for 38 turns.
Turn 114, 25 BC: Deer Cow has grown to size 3.
Turn 114, 25 BC: Hammuragawa has 50 gold available for trade.
Turn 114, 25 BC: Your Catapult 19 (Osaka) has reduced the defenses of Satsuma to 12%!
Turn 114, 25 BC: Your Catapult 17 (Gold-E Locks) has reduced the defenses of Satsuma to 4%!
Turn 114, 25 BC: Your Catapult 15 (Gold-E Locks) has reduced the defenses of Satsuma to 0%!
Turn 114, 25 BC: Gandhi's Trebuchet 1 (Gold-E Locks) (4.00) vs Tokugawa's Archer (3.00)
Turn 114, 25 BC: Combat Odds: 80.7%
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +95%)
Turn 114, 25 BC: (City Attack: -120%)
Turn 114, 25 BC: Your Trebuchet 1 (Gold-E Locks) has caused collateral damage! (5 Units)
Turn 114, 25 BC: Gandhi's Trebuchet 1 (Gold-E Locks) is hit for 17 (83/100HP)
Turn 114, 25 BC: Gandhi's Trebuchet 1 (Gold-E Locks) is hit for 17 (66/100HP)
Turn 114, 25 BC: Gandhi's Trebuchet 1 (Gold-E Locks) is hit for 17 (49/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 23 (77/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 23 (54/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 23 (31/100HP)
Turn 114, 25 BC: Your Trebuchet 1 (Gold-E Locks) has withdrawn from combat with a Archer!
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) (5.00) vs Tokugawa's Archer (4.67)
Turn 114, 25 BC: Combat Odds: 70.0%
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +70%)
Turn 114, 25 BC: (City Attack: -20%)
Turn 114, 25 BC: Your Catapult 14 (Osaka) has caused collateral damage! (4 Units)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (81/100HP)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (62/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 20 (69/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 20 (49/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 20 (29/100HP)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (43/100HP)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (24/100HP)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (5/100HP)
Turn 114, 25 BC: Gandhi's Catapult 14 (Osaka) is hit for 19 (0/100HP)
Turn 114, 25 BC: Tokugawa's Archer has defeated Gandhi's Catapult 14 (Osaka)!
Turn 114, 25 BC: Your Catapult 14 (Osaka) has died trying to attack a Archer!
Turn 114, 25 BC: Gandhi's Catapult 12 (Marble City) (5.00) vs Tokugawa's Swordsman (4.73)
Turn 114, 25 BC: Combat Odds: 66.7%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Fortify: +5%)
Turn 114, 25 BC: (City Attack: -20%)
Turn 114, 25 BC: Your Catapult 12 (Marble City) has caused collateral damage! (3 Units)
Turn 114, 25 BC: Gandhi's Catapult 12 (Marble City) is hit for 20 (80/100HP)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 19 (64/100HP)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 19 (45/100HP)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 19 (26/100HP)
Turn 114, 25 BC: Your Catapult 12 (Marble City) has withdrawn from combat with a Swordsman!
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) (5.00) vs Tokugawa's Axeman (4.08)
Turn 114, 25 BC: Combat Odds: 91.2%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Attack: -20%)
Turn 114, 25 BC: Your Catapult 11 (Gold-E Locks) has caused collateral damage! (2 Units)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (81/100HP)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (62/100HP)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (43/100HP)
Turn 114, 25 BC: Tokugawa's Axeman is hit for 20 (51/100HP)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (24/100HP)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (5/100HP)
Turn 114, 25 BC: Tokugawa's Axeman is hit for 20 (31/100HP)
Turn 114, 25 BC: Gandhi's Catapult 11 (Gold-E Locks) is hit for 19 (0/100HP)
Turn 114, 25 BC: Tokugawa's Axeman has defeated Gandhi's Catapult 11 (Gold-E Locks)!
Turn 114, 25 BC: Your Catapult 11 (Gold-E Locks) has died trying to attack a Axeman!
Turn 114, 25 BC: Gandhi's Catapult 8 (Marble City) (5.00) vs Tokugawa's Swordsman (4.29)
Turn 114, 25 BC: Combat Odds: 83.2%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: Your Catapult 8 (Marble City) has caused collateral damage! (1 Unit)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 19 (46/100HP)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 19 (27/100HP)
Turn 114, 25 BC: Gandhi's Catapult 8 (Marble City) is hit for 20 (80/100HP)
Turn 114, 25 BC: Gandhi's Catapult 8 (Marble City) is hit for 20 (60/100HP)
Turn 114, 25 BC: Gandhi's Catapult 8 (Marble City) is hit for 20 (40/100HP)
Turn 114, 25 BC: Your Catapult 8 (Marble City) has withdrawn from combat with a Swordsman!
Turn 114, 25 BC: Gandhi's Pikeman 2 (Gold-E Locks) (6.60) vs Tokugawa's Archer (2.62)
Turn 114, 25 BC: Combat Odds: 99.8%
Turn 114, 25 BC: (Extra Combat: -10%)
Turn 114, 25 BC: (Fortify: +5%)
Turn 114, 25 BC: (City Defense: +70%)
Turn 114, 25 BC: Gandhi's Pikeman 2 (Gold-E Locks) is hit for 15 (85/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 25 (25/100HP)
Turn 114, 25 BC: Gandhi's Pikeman 2 (Gold-E Locks) is hit for 15 (70/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 25 (0/100HP)
Turn 114, 25 BC: Gandhi's Pikeman 2 (Gold-E Locks) has defeated Tokugawa's Archer!
Turn 114, 25 BC: Your Pikeman 2 (Gold-E Locks) has destroyed a Archer!
Turn 114, 25 BC: Gandhi's Axeman 11 (Marble City) (5.00) vs Tokugawa's Axeman (2.09)
Turn 114, 25 BC: Combat Odds: 99.7%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (Combat: -50%)
Turn 114, 25 BC: (Combat: +50%)
Turn 114, 25 BC: Gandhi's Axeman 11 (Marble City) is hit for 18 (82/100HP)
Turn 114, 25 BC: Tokugawa's Axeman is hit for 21 (10/100HP)
Turn 114, 25 BC: Gandhi's Axeman 11 (Marble City) is hit for 18 (64/100HP)
Turn 114, 25 BC: Tokugawa's Axeman is hit for 21 (0/100HP)
Turn 114, 25 BC: Gandhi's Axeman 11 (Marble City) has defeated Tokugawa's Axeman!
Turn 114, 25 BC: Your Axeman 11 (Marble City) has destroyed a Axeman!
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) (4.00) vs Tokugawa's Archer (1.69)
Turn 114, 25 BC: Combat Odds: 99.2%
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +70%)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) is hit for 19 (81/100HP)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) is hit for 19 (62/100HP)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) is hit for 19 (43/100HP)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) is hit for 19 (24/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 20 (9/100HP)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) is hit for 19 (5/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 20 (0/100HP)
Turn 114, 25 BC: Gandhi's Spearman 1 (Nature's Chandi) has defeated Tokugawa's Archer!
Turn 114, 25 BC: Your Spearman 1 (Nature's Chandi) has destroyed a Archer!
Turn 114, 25 BC: Gandhi's Axeman 3 (Delhi) (5.00) vs Tokugawa's Archer (1.31)
Turn 114, 25 BC: Combat Odds: 100.0%
Turn 114, 25 BC: (Fortify: +25%)
Turn 114, 25 BC: (City Defense: +95%)
Turn 114, 25 BC: (City Attack: -45%)
Turn 114, 25 BC: Tokugawa's Archer is hit for 24 (1/100HP)
Turn 114, 25 BC: Tokugawa's Archer is hit for 24 (0/100HP)
Turn 114, 25 BC: Gandhi's Axeman 3 (Delhi) has defeated Tokugawa's Archer!
Turn 114, 25 BC: Your Axeman 3 (Delhi) has destroyed a Archer!
Turn 114, 25 BC: Gandhi's Axeman 9 (Nature's Chandi) (5.00) vs Tokugawa's Swordsman (0.96)
Turn 114, 25 BC: Combat Odds: 100.0%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Fortify: +5%)
Turn 114, 25 BC: (City Attack: -20%)
Turn 114, 25 BC: (Combat: -50%)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 28 (0/100HP)
Turn 114, 25 BC: Gandhi's Axeman 9 (Nature's Chandi) has defeated Tokugawa's Swordsman!
Turn 114, 25 BC: Your Axeman 9 (Nature's Chandi) has destroyed a Swordsman!
Turn 114, 25 BC: Gandhi's Axeman 7 (Delhi) (5.00) vs Tokugawa's Swordsman (1.07)
Turn 114, 25 BC: Combat Odds: 100.0%
Turn 114, 25 BC: (Extra Combat: +10%)
Turn 114, 25 BC: (Combat: -50%)
Turn 114, 25 BC: Gandhi's Axeman 7 (Delhi) is hit for 14 (86/100HP)
Turn 114, 25 BC: Gandhi's Axeman 7 (Delhi) is hit for 14 (72/100HP)
Turn 114, 25 BC: Tokugawa's Swordsman is hit for 27 (0/100HP)
Turn 114, 25 BC: Gandhi's Axeman 7 (Delhi) has defeated Tokugawa's Swordsman!
Turn 114, 25 BC: Your Axeman 7 (Delhi) has destroyed a Swordsman!
Turn 114, 25 BC: You have captured a Fast Worker
Turn 114, 25 BC: You have captured a Fast Worker
Turn 114, 25 BC: You have captured Satsuma!!!
Turn 114, 25 BC: The Japanese Civilization has been destroyed!!!
Turn 114, 25 BC: Kyoto will become unhappy on the next turn.
Turn 114, 25 BC: Hammuragawa has 50 gold available for trade.
Turn 114, 25 BC: Shakagawa refuses to talk.
Turn 114, 25 BC: Hatsegawa refuses to talk.
Turn 114, 25 BC: You are the worst enemy of Hatsegawa, Cyrusgawa, Hammuragawa, Shakagawa.
Turn 114, 25 BC: Gold-E Locks will grow to size 4 on the next turn.
Turn 114, 25 BC: Kyoto will grow to size 6 on the next turn.
Turn 114, 25 BC: Gold-E Locks can no longer work on Shwedagon Paya. The lost ℤ is converted into 39ℴ!
Turn 114, 25 BC: You have trained a Galley in Nature's Chandi. Work has now begun on a Work Boat.
Turn 114, 25 BC: You have constructed a Granary in Tokyo. Work has now begun on a Archer.
Turn 114, 25 BC: Deer Cow can no longer work on Shwedagon Paya. The lost ℤ is converted into 38ℴ!
Turn 114, 25 BC: Hatsegawa has reduced your defenses in Tokyo to 33%!
Turn 114, 25 BC: Hatsegawa has reduced your defenses in Tokyo to 29%!

Turn 115, 1 AD: The enemy has been spotted near Tokyo!
Turn 115, 1 AD: The enemy has been spotted near Tokyo!
Turn 115, 1 AD: Gold-E Locks has grown to size 4.
Turn 115, 1 AD: Gold-E Locks can hurry Pikeman for 1⇴ with 28ℤ overflow and +1⇤ for 39 turns.
Turn 115, 1 AD: Nature's Chandi can hurry Work Boat for 1⇴ with 26ℤ overflow and +1⇤ for 22 turns.
Turn 115, 1 AD: Kyoto has grown to size 6.
Turn 115, 1 AD: Kyoto has become unhappy.
Turn 115, 1 AD: Kyoto can hurry Forge for 3⇴ with 9ℤ overflow and +1⇤ for 15 turns.
Turn 115, 1 AD: Deer Cow can hurry Archer for 1⇴ with 15ℤ overflow and +1⇤ for 16 turns.
Turn 115, 1 AD: Hammuragawa has 50 gold available for trade.
Turn 115, 1 AD: Shakagawa refuses to talk.
Turn 115, 1 AD: Hatsegawa refuses to talk.
Turn 115, 1 AD: You are the worst enemy of Hatsegawa, Cyrusgawa, Hammuragawa, Shakagawa.
Turn 115, 1 AD: Hammuragawa has 50 gold available for trade.
Turn 115, 1 AD: Shakagawa refuses to talk.
Turn 115, 1 AD: Hatsegawa refuses to talk.
Turn 115, 1 AD: You are the worst enemy of Hatsegawa, Cyrusgawa, Hammuragawa, Shakagawa.


Link to the REAL game for T115, 1 AD.
 
2. I'm not sure which forest you're referring to, to chop.
The PHRiv For that is 1NW of Satsuma (NE + E + E of Tokyo) on which our stack of doom is currently standing.

Next turn, that Forest will become party of Hatty's Culture. We have 3 Workers in the vicinity and Chopping the Forest requires 3 Workers.

The Forest would be worth 20 Hammers in Satsuma, which we won't "earn" until Satsuma comes out of revolt (2 turns of revolt remain).
 
So, where is Memphis again? Is it 4 squares north of Satsuma? If so, should we send our stack of doom 1NE then 1NE again, so as to keep away from Hatty's Roads as much as possible while still advancing on her City?

Obviously, we're going to be healing for 1, maybe 2 turns with our stack of doom before marching (probably just 1 turn, I'm guessing).


The Crossbowman that is defending Tokyo might be a good candidate unit to add to our stack of doom, since a second Crossbowman has just arrived in Tokyo.

We probably want both the Pike and Spear in Tokyo... the Pike could feasibly come up as a defender against a Cat or a Sword (meaning that it could face off against said unit plus 2 War Chariots) and a single Spear probably isn't sufficient to fend off 2 War Chariots.

Unless we plan to attack Hatty's stack or wound it at some point, we probably don't need the Catapult in Tokyo, but it does have the nice benefit of remaining a 5-Health unit after Collateral Damage has been applied and if Hatty comes in with a stack of 6 War Elephants, we may want the ability to cause Collateral Damage to one of her stacks at the right time.

So, perhaps just the Crossbowman and the 2 Trebs should go an join our stack of doom.


I think that we'll want to leave the Axeman that is in Satsuma inside of Satsuma, just to make it that much harder for Hatty to capture the City.


Hatty is almost certainly going to attack Tokyo before the City Defences are reduced to 0%... I think that the AI does so in order to give the human player a chance. :p
 
I forgot to say that I already loaded our Axeman into our Galley but I have yet to move our Gallley.

I'm too tired to play anymore tonight.

I'll be happy to pick up the game again tomorrow or else someone else can volunteer to take it from here if they'd like.
 
All right. I've looked at the save. COnsidered attacking Hatty's stack but I don't like the odds. Our SOD on the hill needs a xbow to be safe moving on Memphis, imo. But I odn't particulalry like leaving Tokyo with only one and because of those 2 CRI cats, I think Tokyo will suffer heavy losses.

We could gift TOkyo to CYrus, as you've been suggesting, but then what will Hatty do with her stack? Probably send it to Kyoto, on a Target CIty from 4 movements mission.

So. I think we need to take out Hatty's stack and our strength here is our many trebs. Since we've already moved one xbow and one treb in Tokyo, I'd suggest that we plan to pull back next turn, conceding Tokyo. She'll probably put both stacks in there, is my guess, but who knows. I think the reason she doesn't send a WC to Satsuma is that they're both attached, either as leaders or not, to other units, so they "can't arrive" in 1 turn.

So. next turn I would send one of the xbows to our Memphis SoD. Everything else pulls back to Tokyo-2SW. Then the following turn we should be able to safely move our Memphis stack forward and re-capture Tokyo after pulverizing her SoD with our trebs.

We'll probably need 9 kill-units to take back TOkyo, so you need to send the worst axes from our Memphis stack to make nine, after subtracting the xbow that will leave.

The scout should join up with the Memphis SoD. Any units in the Memphis SoD that don't go to Tokyo and only need 1 turn to heal and move to Samsuto this turn for supply costs. Also let's pillage that cottage this turn.

I guess I"m okay on chopping the forest.

xpost x2
 
I'm too tired to play anymore tonight.

I'll be happy to pick up the game again tomorrow or else someone else can volunteer to take it from here if they'd like.
Okay. Good idea to get a good night's rest. This is very complicated stuff actually. I think we're doing fine. My main concern became a fear that we would allow ourselves to get bogged down around Tokyo. That's deadly.

When would you want to play next?
 
I'd prefer not to dink around with pillaging things like a Cottage at the present moment, when every unit can make the difference.

If we took 2 Trebs and 1 Crossbowman out of Tokyo (and sent them to join our stack of doom), we'd still have these units on the defensive:
1 Crossbowman to take the hits from a Cat
1 Pikeman to take the hits from a second Cat
1 Axe or a wounded Crossbowman to take a hit from Hatty's Axe
3 Axes to take hits from 3 Swords
A badly-wounded Axe or badly-wounded Crossbowman to take on Hatty's 4th Sword
1 Spearman and a wounded Pike to take hits from 2 War Chariots
1 Cat and 1 Treb that would be at full health after the 2 Cats attack with their Collateral Damage

That's plenty of units to be pretty successful on the defensive.

It's also feasible that Hatty will Bombard and attack with the rest of her units on a single turn. We can also hope that she gets cold feet and doesn't attack with the last unit in her stack, which sometimes happens.


Meanwhile, we can actually push our Stack of Doom into Hatty's territory.

It was you who was insisting that we want to attack between waves of her stacks of doom.


Our Trebs are probably much better off being used on Memphis than dinking around at Tokyo, right?


Even if we were to abandon Tokyo, we'd do so such that we were immediately outside of Tokyo, not 2 squares away from the City, so that we could attack on the following turn. EDIT: Errr, nevermind... a City Revolt would work in our favour here.


That said, if you REALLY want to consider abondoning a City, why not abandon Satsuma? Maybe Hatty will take that bait and split up a War Chariot from her other units (giving us an easy kill with a Pikeman), and if she doesn't, then we'll have finessed an extra Axeman... meaning we could move 1 Axeman from our Stack of Doom into Tokyo and then use the Axe from Satsuma as part of our Stack of Doom.

We could feasibly do so next turn, allowing the Axeman to heal in Satsuma on the current turn.

The Forest Chop would disappear if we lost Satsuma, but that would be fine.

Losing Satsuma would be a far smaller blow than losing Tokyo and like I said, if she ignores Satsuma when it is empty of units, we'll have 1 extra Axeman to work with, which will make a big difference.


EDIT: Playing probably wouldn't happen for roughly 14 hours from now, but I can't even commit to a specific time as I will be sleeping in. ;) As I said, someone else can jump in, but there's a lot of info spread out across several messages to absorb.
 
?

Are we going to use one of the workers in Satsuma to "Block" the war chariots route to Satsuma? ie 1 w of Satsuma? Capturing a worker counts as an attack right?
 
I don't want to abandon Tokyo to Hatty. We may lose a few units if Hatty attacks but we won't lose the city and Hatty's initial stack will be gone.

We want all available trebs in our stack.

I say we heal one turn and march on Memphis. Depending on city defense % and what units are there, we may not need to bombard. I guess it also depends on how healthy our stack is after one turn of healing. Remember my testing which showed that with treb support, we could have taken Kyoto with only three or four suicide cats with no bombarding. We need to break Hatty's back ASAP. We can't afford a war of attrition.

Satsuma is like an albatross around our necks right now. It may be critical in the future to explore the water but right now its maintenance is big. Plus we have to defend it. Hatty getting it could be bad. After Hatty's Tokyo stack is gone, we may want to consider gifting Tokyo and then Satsuma to Cyrus.

I wouldn't chop any forests into Satsuma. We may need them later to chop a navy there.

Ugh. Typing this message on my phone at the gate is painful.
 
Oh yeah, nice work so far, Dhoom. :goodjob: This has not been an easy turnset.

Pedal to the medal. We need to get Hatty under control so that we can open the Hammy front ASAP before he gets longbows.
 
Dhoom, any update on when you might play? I've been busy all day, but now I can spend some time studying the Tokyo situation. I'd like to see what sort odds Hatty will have after two suicide cats.
 
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