Charis
Realms Beyond
The following ideas were ones I liked...
- Wipe out Rome by their cities in England
- Go for a serial elimination victory, not too concerned over US accumulating
VP, just one of them getting too many
- gpt alliances just before Rome dies (i don't think we can afford many/any alliances
at war's start)
- Have a low city-big moving SoD approach. We'll need one army for sure to make
that a reality, and this army will have to be filled *on the continent*
- I half-like the idea of capturing cities, don't worry about defense, except
for flip risk. At 2.5 turns per city we'll be at war a minimum of 15-20 turns, which
is not a small risk. I may raze the first one and see if there will be many
rounds holding the line and gassing them, and if/when no big troops coming, then start
capturing. Anyone else who dares settle in England will find it a killing field.
[0] 402 AD - Creative MM at Dalraida and Dunedin gets a pillager out a turn early,
as we just need 12spt for 1/3 pillager, not 15spt. EEP, why on earth are we
building a temple at Carachu which has full borders already? Even worse, it
has no rax??! So swap to pillager would give a reg. I shift tiles in 4 cities to
get this monstrosity done quicker, hoping one more happy face will give it higher
shields long term. War will commence next turn after a new pillager pops out.
[1] 404 AD - Wow, what a long interturn, must be lots going on.
We move up the SOD after declaring war. So it begins. At Eborum is a... garrison,
not a legion, woo! Franks won't ally for any price, btw.
In moving the units up, there were 3 choices. i) ALL at Eboracum if avoiding losses
are paramount, ii) split evenly there and Deva if we think flip chances and most
rapid victory are key, and iii) put a few units in forts not at Eba in order to prevent
a counterattack reaching our capital and preserve choices between i and ii after
we see their counter. ii is just too risky, although if only 2-3 defenders I'll
wish I had. If iii is worse than i it would mean that our entire SOD with the
element of surprise could barely take a single city, and the campaign would be
near hopeless, so I go for iii - with MOST but not all units going to Ebaracum
IBT War starts on a sour note which immediately turns sweet. First archer attack
kills a spear, but we win about four more, then several archers attack the spear
I moved up to the fort, promoting him to elite, then another win, then one more and...
OUR FIRST MGL
On defense! With a 'lowly' spear I'll form an army right away, to keep
fishing, but with no warlords and "transportation" issues, won't fill yet. Putting
in one pillager is a valid option, for move 2, double attacks, an army win, and
can be carried in a galley, leaving room for 2 warlords later. And hopefully this
won't be our only ldr. Byzantium enters war via MPP, since we're in Roman territory.
[2] 406 - Bombards work pretty well, and we kill five defenders with no losses, but
the city still stands due to their running archers inside last turn.
One worker is 'pillaged', and we do go for a pillager army - it could be a long
time til Warlords and we need the help NOW. In fact, given the resistance level,
filling a pillager army and hoping for another army for the mainland should work
well, and would definitely mean England isle is ours.
To get things done last two turns have had lux up, but -3gpt, must now go back
to a nation with more specialists unfortunately. Worker production ceases in favor
of more cats, as we should pillage-capture a few.
IBT - Almost nothing, archer moves inside city, archer moves onto hill. But
a galley does slip past and lands on hill next to Dunedin!
[3] 408 - Two-three tribes have sacking, but it's an insult for our entire economy.
Eboracum with one garrison and two archers is captured, rax intact. I changed
my mind on capture vs flip due to its extreme proximity to our capital.
Western Rome: 1 city lost, us: 0.
Main question - is next stop Deva or Antium. With the huge different iron would
make, Deva and Selucia it is.
IBT - NO counters! We had an easy prey in hill too. If they have any reinforcements,
they're not in range Constantinople completes Hagia Sophia.
[4] 410 - move up. IBT unit moves OUT of Deva? Also, we see one legionary far in open 8-\
[5] 412 - We hit Deva, killing three, pillaging a worker, two promotes. Then it's
captured. Army has attack left and goes for the legion and wins, enslaving a worker.
Dunedin missed its queue mark by 1 shield, due to small increase in corruption.
As it's using a clown now, I swap to temple rather than waste shields. This should
let it be more effective warlord producer later. We need lux badly, and there are
furs now we can colonize.
HEY! Franks have founded Dijon in England!?! For a min I thought they captured
one, but the score is still 2:0.
If they take more, fall of Western Rome will be quicker than expected.
IBT - Yikes, didn't see road in forest, army is attacked and redlined, but survives.
Tis foolish to leave him solo, I'll add one more pillager.
[6] 414 - Can see iron is not connected, so that's not the problem.
Healing this round, and kill stragglers outside Deva - fishing but no bites.
IBT - Not a PEEP from Rome, and Ebacorum resistance ends.
[7] 416 - Furs colony online. Both Dunedin and Dalraida are 15spt now. Only now
do I realize that no maps, no harbors, no lux reaching Ireland.
Ebaracorum whips a temple, as it was size 4 and we needed to purge Romans,
also it's a keeper city and can pull in the furs directly soon.
Two SODs on the move, but East one is slowed by river crossing. IBT - Nada.
[8] 418 - I'm about to load second pillager into army, and pause, knowing that
if that happens he's constrained to England for the duration. I'll hold off and
let players discuss it and/or next leader decide.
East SOD moves next to Antium, covered by a Legionary.
West SOD attacks Seleucia, and first elite Marauder attack leaves our next leader
and our players with a new decision... Oregtorix appears! He immediately forms
an army, as we have more elite attacks to go.
Pillagers kill two more, and there's a 1hp garrison left which our bombard shows
is the last defender. An elite spear is on hand, and vs def 2, why not?
Good greif... Caractus?! The leaders are flowing like Roman blood. He runs
to make an army too, but nothing is put inside.
Selucia is a city with iron and cattle next to it, so it's a keeper. Also, it's
our 12th city, allowing a fourth army.
A temple would pull in wheat and protect it culturally, so we start one.
One last elite fish, pillager vs archer on hill. False excitement for a moment
as a msg pops up, but it's an enslavement message. I sell around map (peanuts)
and check techs. All are way ahead except poor Vizigoths just two techs up.
No one is less than insulted offering our whole economy for sacking.
IBT - Nothing, but one Roman coming into Antium. A resistor quelled.
[9] 420 - The cats whiff badly at Antium, but do 1hp dmg on Legion. Our elite
pillager lays down some Celtic smack, and now just a garrison shows. Elite
marauder wins, vet wins and promotes, vet wins/promotes/captures. Its's size
4 so can whip something useful when resistance ends. A temple would pull
horses and cattle in range, for example. SOD moves next to Lutetia.
IBT - Yikes! A Heavy Cav roars out of Londonium and finds a Pillager
guarding a hill outside Seluecia. Kindly, we win.
[10] 422 - Lutetia is decently shelled, and has 4 defenders (plus any archers).
We kill two garrison and an archer, nabbing two workers. I see no connected horses
so they have a harbor or just landed a single HC. Lutetia will no doubt fall
soon, leaving Londonium and Jerusalem as 6th and 7th, so we need to see ONE MORE
Roman city fall, outside of England, before we can take the second of those two.
Thoughts...
- Leave a pillager or two for zone defense in Ireland. If anyone landed HC or
Legions, they would chew up a few cities.
- Unless one of our cities flips, we better darn well get a landing ready for
the 7th city (leave #8 alone so WE are sure to get it, in England). Pompeii
seems like a good choice. Or if another civ fights Rome, maybe they can
take one out. The danger is that they take out not just #7, but #8.
- Two ideas for the existing micro-army - either put 1-2 more pillagers in, to cover
England permanently and handle any more legions or HC that show up, or...
Take him to continent, then another pillager, and add once over there. The problem
is, we have Curragh not galley, so transport 1. May as well just send 4-5 pillagers
with a shuttle service. The extra units once Lutetia falls can go there.
I've got 2-3 curraghs available and haven taken first step in that direction.
- Whatever you do, do NOT fill the two empty armies in England
- Turn took a while and was intense. Shifting to 8 turn or even 5 turn rounds before long would be ok by me.
RBC12B Celts Save file 422AD
Good luck,
Charis
PS @Jabah, didn't see your comments before playing. It was a close call. There were no flips this turn, and yes, cities are not overly productive. A *real* baiting strat would have been to raze the whole island, let a foe settle it with several cities, then raze all those, rinse repeat.
- Wipe out Rome by their cities in England
- Go for a serial elimination victory, not too concerned over US accumulating
VP, just one of them getting too many
- gpt alliances just before Rome dies (i don't think we can afford many/any alliances
at war's start)
- Have a low city-big moving SoD approach. We'll need one army for sure to make
that a reality, and this army will have to be filled *on the continent*
- I half-like the idea of capturing cities, don't worry about defense, except
for flip risk. At 2.5 turns per city we'll be at war a minimum of 15-20 turns, which
is not a small risk. I may raze the first one and see if there will be many
rounds holding the line and gassing them, and if/when no big troops coming, then start
capturing. Anyone else who dares settle in England will find it a killing field.
[0] 402 AD - Creative MM at Dalraida and Dunedin gets a pillager out a turn early,
as we just need 12spt for 1/3 pillager, not 15spt. EEP, why on earth are we
building a temple at Carachu which has full borders already? Even worse, it
has no rax??! So swap to pillager would give a reg. I shift tiles in 4 cities to
get this monstrosity done quicker, hoping one more happy face will give it higher
shields long term. War will commence next turn after a new pillager pops out.
[1] 404 AD - Wow, what a long interturn, must be lots going on.
We move up the SOD after declaring war. So it begins. At Eborum is a... garrison,
not a legion, woo! Franks won't ally for any price, btw.
In moving the units up, there were 3 choices. i) ALL at Eboracum if avoiding losses
are paramount, ii) split evenly there and Deva if we think flip chances and most
rapid victory are key, and iii) put a few units in forts not at Eba in order to prevent
a counterattack reaching our capital and preserve choices between i and ii after
we see their counter. ii is just too risky, although if only 2-3 defenders I'll
wish I had. If iii is worse than i it would mean that our entire SOD with the
element of surprise could barely take a single city, and the campaign would be
near hopeless, so I go for iii - with MOST but not all units going to Ebaracum
IBT War starts on a sour note which immediately turns sweet. First archer attack
kills a spear, but we win about four more, then several archers attack the spear
I moved up to the fort, promoting him to elite, then another win, then one more and...
OUR FIRST MGL
On defense! With a 'lowly' spear I'll form an army right away, to keep
fishing, but with no warlords and "transportation" issues, won't fill yet. Putting
in one pillager is a valid option, for move 2, double attacks, an army win, and
can be carried in a galley, leaving room for 2 warlords later. And hopefully this
won't be our only ldr. Byzantium enters war via MPP, since we're in Roman territory.
[2] 406 - Bombards work pretty well, and we kill five defenders with no losses, but
the city still stands due to their running archers inside last turn.
One worker is 'pillaged', and we do go for a pillager army - it could be a long
time til Warlords and we need the help NOW. In fact, given the resistance level,
filling a pillager army and hoping for another army for the mainland should work
well, and would definitely mean England isle is ours.
To get things done last two turns have had lux up, but -3gpt, must now go back
to a nation with more specialists unfortunately. Worker production ceases in favor
of more cats, as we should pillage-capture a few.
IBT - Almost nothing, archer moves inside city, archer moves onto hill. But
a galley does slip past and lands on hill next to Dunedin!
[3] 408 - Two-three tribes have sacking, but it's an insult for our entire economy.
Eboracum with one garrison and two archers is captured, rax intact. I changed
my mind on capture vs flip due to its extreme proximity to our capital.
Western Rome: 1 city lost, us: 0.
Main question - is next stop Deva or Antium. With the huge different iron would
make, Deva and Selucia it is.
IBT - NO counters! We had an easy prey in hill too. If they have any reinforcements,
they're not in range Constantinople completes Hagia Sophia.
[4] 410 - move up. IBT unit moves OUT of Deva? Also, we see one legionary far in open 8-\
[5] 412 - We hit Deva, killing three, pillaging a worker, two promotes. Then it's
captured. Army has attack left and goes for the legion and wins, enslaving a worker.
Dunedin missed its queue mark by 1 shield, due to small increase in corruption.
As it's using a clown now, I swap to temple rather than waste shields. This should
let it be more effective warlord producer later. We need lux badly, and there are
furs now we can colonize.
HEY! Franks have founded Dijon in England!?! For a min I thought they captured
one, but the score is still 2:0.
If they take more, fall of Western Rome will be quicker than expected.
IBT - Yikes, didn't see road in forest, army is attacked and redlined, but survives.
Tis foolish to leave him solo, I'll add one more pillager.
[6] 414 - Can see iron is not connected, so that's not the problem.
Healing this round, and kill stragglers outside Deva - fishing but no bites.
IBT - Not a PEEP from Rome, and Ebacorum resistance ends.
[7] 416 - Furs colony online. Both Dunedin and Dalraida are 15spt now. Only now
do I realize that no maps, no harbors, no lux reaching Ireland.
Ebaracorum whips a temple, as it was size 4 and we needed to purge Romans,
also it's a keeper city and can pull in the furs directly soon.
Two SODs on the move, but East one is slowed by river crossing. IBT - Nada.
[8] 418 - I'm about to load second pillager into army, and pause, knowing that
if that happens he's constrained to England for the duration. I'll hold off and
let players discuss it and/or next leader decide.
East SOD moves next to Antium, covered by a Legionary.
West SOD attacks Seleucia, and first elite Marauder attack leaves our next leader
and our players with a new decision... Oregtorix appears! He immediately forms
an army, as we have more elite attacks to go.
Pillagers kill two more, and there's a 1hp garrison left which our bombard shows
is the last defender. An elite spear is on hand, and vs def 2, why not?
Good greif... Caractus?! The leaders are flowing like Roman blood. He runs
to make an army too, but nothing is put inside.
Selucia is a city with iron and cattle next to it, so it's a keeper. Also, it's
our 12th city, allowing a fourth army.
A temple would pull in wheat and protect it culturally, so we start one.
One last elite fish, pillager vs archer on hill. False excitement for a moment
as a msg pops up, but it's an enslavement message. I sell around map (peanuts)
and check techs. All are way ahead except poor Vizigoths just two techs up.
No one is less than insulted offering our whole economy for sacking.
IBT - Nothing, but one Roman coming into Antium. A resistor quelled.
[9] 420 - The cats whiff badly at Antium, but do 1hp dmg on Legion. Our elite
pillager lays down some Celtic smack, and now just a garrison shows. Elite
marauder wins, vet wins and promotes, vet wins/promotes/captures. Its's size
4 so can whip something useful when resistance ends. A temple would pull
horses and cattle in range, for example. SOD moves next to Lutetia.
IBT - Yikes! A Heavy Cav roars out of Londonium and finds a Pillager
guarding a hill outside Seluecia. Kindly, we win.
[10] 422 - Lutetia is decently shelled, and has 4 defenders (plus any archers).
We kill two garrison and an archer, nabbing two workers. I see no connected horses
so they have a harbor or just landed a single HC. Lutetia will no doubt fall
soon, leaving Londonium and Jerusalem as 6th and 7th, so we need to see ONE MORE
Roman city fall, outside of England, before we can take the second of those two.
Thoughts...
- Leave a pillager or two for zone defense in Ireland. If anyone landed HC or
Legions, they would chew up a few cities.
- Unless one of our cities flips, we better darn well get a landing ready for
the 7th city (leave #8 alone so WE are sure to get it, in England). Pompeii
seems like a good choice. Or if another civ fights Rome, maybe they can
take one out. The danger is that they take out not just #7, but #8.
- Two ideas for the existing micro-army - either put 1-2 more pillagers in, to cover
England permanently and handle any more legions or HC that show up, or...
Take him to continent, then another pillager, and add once over there. The problem
is, we have Curragh not galley, so transport 1. May as well just send 4-5 pillagers
with a shuttle service. The extra units once Lutetia falls can go there.
I've got 2-3 curraghs available and haven taken first step in that direction.
- Whatever you do, do NOT fill the two empty armies in England
- Turn took a while and was intense. Shifting to 8 turn or even 5 turn rounds before long would be ok by me.
RBC12B Celts Save file 422AD
Good luck,
Charis
PS @Jabah, didn't see your comments before playing. It was a close call. There were no flips this turn, and yes, cities are not overly productive. A *real* baiting strat would have been to raze the whole island, let a foe settle it with several cities, then raze all those, rinse repeat.