HNDY15 - AWD...again. As the Iroquois

save

Pre-Turn
change a few tile assignments for some more beakers
change Cattaraugus to worker, we need more of them
defeat that archer on HR mountain and climb it with an elite spear [1-0]

IT Rome now ignores that mountain and go for HR via hill
we get lit, we want cats next right? maths in 6

1. 730BC
it will be a long march to GL, due in 24
archer defeats archer by HR going elite [2-0]
pull back our elite archer inot Moo to await attack
two MW sidetrack to attack Cumae next turn

IT Babs approach Moo and Roman archers retreat towards Cumae

2. 710BC
kill one bow and retreat to another at Moo
MW kill 1 archer but 1nd retreats [4-0]

IT a brave wounded bow attacks Moo but loses

3. 690BC
elite archer barely defeats 3hp spear at Moo
another archer defeats bow and fresh MW beats the last intruder for now
but there is another stack of 3 bows with 1 spear coming
defeat 2 archers at horse river [9-0]

IT Bummer, babs start GL

4. 670BC
elite archer beats another archer and we get a spear with 2 MW in front of Cumae [10-0]

IT 6 archer come out of Cumae

5. 650BC
defeat 3 archers around Cumae and 2 spears inside and raze town for 1 slave [15-0]
still 3 archers left for counter next turn
at Moo we defeat 2 bows and 1 spear [18-0], still 2 bows left

IT we lose 1 warrior inside Moo and beat 1 bow there
we lose 1 MW another gets retreated and we beat one archer at former Cumae site [17-2]
Wine hills finishes a settler while Moo continues to pump 2 turn MW
Portugese finish great wall

6. 630BC
elite archer defeats 1hp bow at Moo
elite MW beats archer at Horse river and elite archer does the same, no leaders ????? [20-2]

IT Babs now follow a very nice pattern that makes it easy to set up shields so 2 turn MW is not messed up
we finally get maths, we do need monarchy go CB in 4 next

7. 610BC
a lull in between

IT bow at moo does not attack waiting for enforcement

8. 590BC
clear 2 Roman archers with 2 MW (one elite)
flush 1 spear and 2 bows with our mighty mounties at Moo [25-2]

IT lose a MW to archer [25-3]

9.570BC
found horse beach west of horse river
beat the evil archer with another leite MW win [26-3]

IT nth much

10. 550BC
beat 2 spears and 2 bows at Moo, but lose 1 MW (1 elite win)
beat another archer near horse river with elite archer [31-4], no leader
we have another 5 unmoved MW (2 in Moo). I leave it to handy to decide what to do, but we are ready to go offensive
I had hoped so much to get a leader from all those elite victories :gripe:

next town should be settled on that western hill, maybe
we have now the FP to fall back on in case we do not get GL, which isn't that unlikely with still another 15 turns
beware, that archer on the hill stands on a connected road, which we can't see in the FoW, so if you decide to attack it, there might
be units behind that can reach the hill




won't be around until 22nd, but will lurk, hope you guys continue to rock, this game looks not too bad, though it's a tough fight, hope the cats will help to improve the kill ratio
 
Handy, it might be a wicked idea to try and attack that babs town in the south first, you could pull those 5 MW there, I think they got their luxes (wines) there and getting them offline might hurt.
 
ThERat said:
Handy, it might be a wicked idea to try and attack that babs town in the south first, you could pull those 5 MW there, I think they got their luxes (wines) there and getting them offline might hurt.

Okay - good idea. One the bright side we have three good hilltop city sites to push forward to.

BTW - nice killl ratio. :goodjob:
 
Ok, I have played too much RaR. Can we plant forests?

If so the GLib town should have 2 shields for every square. The 3 cows provide plenty of food, so there is no need for a one shield grassland if we can work a forest instead.

Nice to hear we can go on the offensive. If we fail to build the GLib we still have a chance to capture it if the Babs or Romans build it.
 
Greebley, we have a GA and all squares give us 2spt at the moment, but that GL town is fairly handicapped, it produces 15spt but 5 are corrupted ending up with a meagre 10spt, I doubt we can get Gl, at least FP is there. Let's just hope Babs or Romans build it then.

Yes, with our mounties, we can surely be a little bolder and stop merely defending. i guess that would also draw those annoying Babs units away a little, hence my suggestion to go after that babs town in the south
 
You're right I totally forgot the GA.

I guess I see why it is so corrupt. It is distance 4 from our capitol and we have 3 distance 3 cities. I was not expecting the high corruption. It looks really close to the capitol.

We have a chance though I agree we have a good chance of missing it.
 
Pre Turn
9 MW’s. :D Thank you Rat! This should be fun.
Let’s see, when did the GA start? 850BC Okay.

IBT
CB- Currency
Mayans finish the Glib
We waste 63 shields with a switch to the FP.
Cues up a library in both the Moo and the FP city (next build after the FP).
If we manage to win this we may set a new record for techs obtained from the Glib.
A few Roman archers show up.

Turn 1 530
Position to get the wines.
Switch to get the cheapest tech of Mysticism in 4 +17gpt. Maybe Currency will get cheaper in the next 4 turns.

IBT
Bunch of Babylonian bowmen exit our target of Nineveh
FP done – library

Turn 2 510
The destruction of Nineveh nets 4 slaves with no losses for us.

IBT
We catch break and the MW on the ruins of Nineveh retreats when attacked.

Turn 3 490
The river next to Horse River makes the cats difficult to get in the mix as the Babylonians decide to head north. It looks like they will stream toward Allegheny, so I’ll try to kill them when they pass Moo.
Kill a Roman spear and three archers.

IBT
Lose a vet spear covering a MW to a regular Roman archer.
Elite archer wins
MW wins
Moo – Library – MW
Horse – settler – MW
Select Philosophy in 4 +6gpt

Turn 4 450
Trap a Babylonian spear / settler heading for the wines and net 2 more slaves.
Kill 3 Roman archers near Horse Beach.
Kill Babylonian bowman. Many elite wins for us so far, but no leaders.

IBT
Babylonians appear content to walk the road of death north towards Allegheny

Turn 5 430
Switch Grand River to Settler
Mostly quiet as we heal.

IBT
GA Ends
Spears gets off a boat near North of Cows.

Turn 6 410
Kill Babylonian settler fortified in the NE.
Trap another Babylonian settler on the wines.

Turn 7 390
Kill 4 Roman archers
Found Regis
Kill 2 more Babylonians on the Allegheny deathway but yield no leaders. We also killed the spear dropped from the boat. No losses.
There is a Roman settler approaching the wines that we could kill, but we would remain exposed to a counter attack.

Turn 8 370
Moving some units to St Regis to prepare for a push south. I was hoping to have an army to play with by now.

Turn 9 350
All the research options are bad. I selected currency in 21 to give the libraries a boost. This is probably a moot point.

:hmm: Turn counter says 110 so perhaps I left out a turn. I’ll stop here and leave things active since there is a lot going on, and we have some decisions to make. it is the beginning of 350BC.

1. Do we keep going. I think we are toast, but can hang on for a while.
2. There are no beakers in Poly, so we can switch to currency if we want to.

* There are healed MW’s with some spears to cover them in St Regis if you want to make a push to the south. We could really use an army, but no leader luck in this game. Main reason I stopped here was I did not want to commit the next player to an offensive from St. Regis I was not sure was a good idea.

* The workers next to St Regis (east side) finish a road in 1 turn you can use to move cats, spears and MW’s
* Settler next to Horse River needs the spear from Wine Hill as an escort. He was going to the hill S of Horse beach. You can stick an archer in Wine Hill for a turn when you take the spear.
* Kick settlers out of size 6 cities when the box gets full. Allegheny is doing this currently. Wine Hill needs a larger garrison for it to grow.
Big stack of slaves will finish a road on the mountain S of River Hills in 1 turn.
* I don’t think we are looking too good here. :(

Roster
1. Handy
2. ThERat
3. DeadlyNeprhons! MIA
4. Greebley UP
5. Admiral Kutzov
6. Bede
7. Barbslinger MIA
8. Sir Bugsy
 
why so pessimistic, handy? have you checked the miltary advisor, we are average to Rome and strong versus Babs. If we finally get the lucky break with an army, I am sure that MW army will rock and can raze a lot. I think we might have a chance to rule our continent. of course, we don't know what's happening at the other continent.
 
Maya is on the other continent I s'pose, so nothing we can do to slow them down.

If we can bust our way through this continent, Rome and Babylon appear to be the only contenders, will we have enough of a breather to get ready for the Mayan onslaught? or to get set up for a Mayan anschluss?

Here's what I think:

1) If we keep on killing Babs and Romans and pushing south we stand a good chance of getting this continent before the Mayans appear on our shores.


2) The technology pace on the other continent will be slow as the big dog will have no competition, and no human intervention in the form of cash, to force him forward.

3) We will probably have the better part of 100 turns to get control of the continent

4) If we can get a breather of say 50 turns or so after that we can get caught up to where we can make a creditable landing on the farther shore

5) From the sounds of it Maya are alone or close to it as they have been doing nothing but building great buildings.

I say press on until Smoke launches his space ship as we appear to be in control of the local baddies.
 
ThERat said:
why so pessimistic, handy?

I'm assuming the Mayans are across the ocean and will be way too far ahead to catch. Could be wrong, but that's the reason for the long face.

An army would make a huge difference. It is amazing how many units you can kill and not really see much of a lull in AWD. I wanted to go on offense, but we never really had a lull to allow the MW to heal and go forth. There is a small stack of MW in Regis that Greebley may be able to put to work.
 
OK, here's a divide and conquer plan.



First we set up a holding action against the Babs. We will need to found cities on the red dots and raze whatever city is at the "X"

Cats in these cities will keep the Babs under control. They will probably follow the blue arrows in their march towards our interior.

We then strike out to the SW and destroy the Romans. We return to destroy the Babs.


What do you think?
 
{delurk}

Admiral Kutuzov, what graphics mod do you use? Those hamlets around the cities are very pleasing.

{lurk}
 
Rat and Bede have inspired me. I'm off to get 12 ounces of liquid courage
:lol: I should do that also now inside the terminal before such a marathon flight...

I agree with bede, let's keep the pressure up and beat Babs and then Rome. If only we could get an army...that would be the ultimate power. I also don't believe there is not a single piece of iron, but all 3 Civ's have yet to connect one. we have to find the source...guys, keep it up
 
Founding the cities towards the Babs will let us develop all those tiles around the capital. Moo cannot grow until it gets some water for the plains. It should be popping settlers, but it needs some cities as a buffer so the workers can get busy.

In 1 turn there will be a road all the way to the wounded spear you see south of St. Regis. I was thinking we could use that as an expressway to send MW's south and attack Rome from there.

I hope the lands in the Roman and Babylonian core are better than the marsh/jungle we see here.

With an eye toward :) winning, the key will be to insert a pillaging army on the other continent as soon as we possibly can. We'll need to scout with galleys to find a spot where we can survive the IBT. Three-spear armies are useful pillagers for a surprisingly long time.
 
Getting the remaining civs on a war footing would be a good idea. A galley to explore would be a good idea.
 
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