AG10 - OCC Conquest (Emperor)

I rushed an explorer, then a settler, and then I changed. The explorer first because I was originally going to build a Panzer, and when I decided I needed a mech infantry I changed to settler, rushed it, and then changed to mech infantry.

You still overpaid. The explorer rush cost $160 plus the settler for $240.

The total rush should have been $160.

With ZERO shields in the bin a rush cost *8* dollars per shield. If you have shields in the bin the rush cost *4* dollars per shield.
 
Maybe we can get a second army?

Note, I find a hole in the rule. By the rule we can build 4 towns ourselves and abandon them, which I don't think is the intention. Of course, building 4 towns then abandon is expensive, but still worth it if we have many slaves to merge back. :)
 
LKendter said:
You still overpaid. The explorer rush cost $160 plus the settler for $240.

The total rush should have been $160.

With ZERO shields in the bin a rush cost *8* dollars per shield. If you have shields in the bin the rush cost *4* dollars per shield.

I don't understand. What would have been the correct way to do it with the explorer?
 
I don't understand. What would have been the correct way to do it with the explorer?

Rush the cheapest possible unit first - a worker. This is at the $8 times per shield cost for a total $80. Now switch to the settler. Another 20 shields are required at the $4 per shield cost costing $80 again. You total cost is $160 for the partial rush.

--------------------

What you did is an explorer at 20 shields costing $8 per shield for $160. You then switched to a settler for another 10 shields for $80 for a total cost of $240.

--------------------

Always start partial rushes with a worker You want to get that $8 per shield rushed out of the way ASAP. When you switch to any other unit there are shields in the bin and any additional fields cost $4 each.
 
microbe said:
Maybe we can get a second army?

Note, I find a hole in the rule. By the rule we can build 4 towns ourselves and abandon them, which I don't think is the intention. Of course, building 4 towns then abandon is expensive, but still worth it if we have many slaves to merge back. :)

We discussed it at the start of the game (see mt reaction on Grimjack's remark). I am against this tactic. Building settlers ourselves is not permitted. I don't know why I didn't include the result of this discussion in the variant rules.
 
How many of France's 66 Mech Infantries will be waiting at the gates of Paris? Should I push on Paris or take out Chartres and some of the old Mayan cities?
 
France has more than 30 cities, so those MIs will be sitting there, 2 for each city and waiting to be destroyed one by one. It's also a defensive unit, so France will not use them to attack us (except maybe pillaging). I'd worry about those TOWs more than MIs.

We are in very good position military wise.

We have to watch for resources. Once we flip side could we still get rubber/oil quickly?
 
Just investigate Paris through the spy, and if there is an overwhelming amount of MI in there, save it for last.
 
The question is do we have to take out Paris now? That could cost quite some units.

There are quite a few chokes that we could use to isolate France. If we part some MIs at chokes south to Paris and Tours we could isolate France core from rest of its empire. Choke at Pompeii could isolate its western empire. Then we can divide'n'conquer. In the mean time let Maya fight its eastern empire. We could also pillage its core, starve them down before the final strike.

I haven't looked at the save, but I assume there are a lot of resources in the west. If we could take out all French cities there, we could create colonies and AI wouldn't even able to resettle easily with the Pompeii choke under our control. We better also just take out America too.
 
The thing is that our forces are close to Paris. Moving them away will cost a few turns. That's why I suggested to bombard Paris and see what's possible. Losing Paris must be a severe blow for France. Otherwise microbe's approach sounds very good.
 
Well how about another question - any good wonders in Paris. Nailing Hoover was big - what would you nail in Paris?
 
I understand that you are eager to play microbe. I am too. But 6thgentexan still has time left of the 48 hours and posted only 12 hours ago.

EDIT: I changed the order of the roster a bit. I removed betazed from the schedule.

ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
Greebley (holiday from July 24th to August 8th)
homeyg
6thgentexan--up
Microbe------on deck
 
1920-0 181g shows only 2 mech infantry, 2 tow and and artillery. The next tank is due in 1 turn. I'll take Paris and continue with their core. I missed that all of our bombers have been destroyed. Move two wounded mech inf bact to Berlin and replace with healed.

IBT France's bombing does no damage so we kill the tank and an attacking Mech Inf. Trade territory maps with Smoke.

1922-1 Panzer/Mech Inf Bomb Paris hoping to hit the barrack. Move wounded troops back out and more artillery forward.

IBT Kill 1 tanks and a mech inf but lose 2 elite Panzers (third retreated). Fortified they must have had a higher rating than a vet Mech Inf.

1924-2 Mech Inf/Panzer WW kicks and I raise taxes to match. Kill a TOW and a tank. Paris is in MLTKD so I add to the fire works. Capture 3 slaves.

1926-3 Panzer/Panzer Lose a Panzar who could not take the last hp from a Mech Inf in Paris. Second Panzer pormotes killing two. Kill two more with units that had to travel farther to the gates of Paris. Take out the last Mech Inf and the TOW. I am out of attackers with 2 tanks to go. Destroy road in jungle connecting Tours with the mainland.

IBT Abe wants all of our slaves for peace. Kill two tanks but our army was hammered by bombers. A tank and a Mech Inf get stuck in my jungle trap.

1928-4 Polution delays the next Panzer. Lose an Elite Panzar unable to take 1 hp off a Mech Inf. Army kills two but is down to 4 hp again. Vet Panzer cannot take 1 hp so another has to. Kill the last 2 tanks and our trooms march through the Arch of Triumph before burning the city. We get 3 slaves, an artillery piece and 17g. Bomb the jungle trapped units.

IBT Kill a tank.

1930-5 Panzer/Panzer Bomb a tank in my jungle. Healing turn for a lot of units.

IBT Kill a tank.

1932-6 Panzer/Panzer Bomb a Mech Inf in the jungle. Send Panzers towards Avignon.

IBT Kill 2 tanks but lose a Panzer.

1934-7 Panzer/Panzer Bomb tank in jungle. Start bombardment of Avignon.

Lose a 2hp Mech Inf and 3 slaves who completed the road through the ruins of Paris. We lost all of our trade resources.

1936-8 Panzer/Panzer This will take 2 turns since we do not have the resources to change production. We have 4 turns on the RoP with Smoke so I do not cancel the alliance yet. It will cost us 48g but we can affod that. Bomb another tank in the Jungle. Artillery struggles to red line teh 4 Mech Inf but my elite Panzers go 4 for 4. A Vet gets the honor of destroying Sun Tzu's and capturing 26g and 5 slaves. There is a ton of French culture up here.

IBT Kill a tank.

1938-9 Shifting forces to Tours.

IBT Kill a tank of defense gaining a GL but the Panzer was covering our slaves so they are all lost to the next tank.

1940-10 Panzer/Artillery Clear polution. Bomb two Mech Inf and a tank in the jungle.

Artillery is now in position to hit Tours. There are 3 Panzers and the Army with them. A fourth had to kill our Leader Killer. I moved a Panzer and a Mech towards the jungle to completely cut off what is left of the French core. The Capital is now in Pompeii. We have two turns to take Tours and flip on the Mayans.
eI think we need to press on against France a while longer. They are about equal to the Maya but have more cities. I say get 20 more turns of resources from Smoke and take the rest of the French core before attacking Smoke.

The Game
 
We are in position to hit Tours. Lyons and a third city are still due north of us. I do not think you will be able to hit Pompeii unless you leave the north alone. Or I was playing to carefull by sending damaged units home to repair slowing my advance.
 
Back
Top Bottom