Ansar01-the slow-moving idiots

@ AK - OI! that temple was a joke. really it was. i promise.... run away and hide in a corner :D

im for using the next GL for FP rushing, not HE.

great sets so far gang :goodjob:

too :beer:ed up to comment further.
goddnight.
 
0 - 550 BC
Swapped tiles w/ Sandy, Sugar, Blooming and Hamsterdam.
Both Hamster and Boolming are making 10spt.
Send spear from Rotterdam to Hamster and warrior to Blooming for a needed 2s sacrifice. He died well.
Armies head towards future swords.

IBT: Forces approach. Impi attacks a vArch and promotes him, eArch(3/5)
Zulu swords are running about. They’re moving up on the hit list.
Sugarcane, sword – sword

1 – 530 BC
Kill warrior (1/3) w/ spear (3/4) (Can’t remember why I thought this was a good idea.)
Gathering a search and destroy party.
Hamsterdam grows to 7 and we need 10% entertainment.

2 - 510 BC
Ummm, Bloom doesn’t have a racks.

3 - 490 BC
I think my dream of sending out a search and destroy party will have to wait.
Sugar is now also MM’ed for 10spt.
First sword army moves out. Renamed, 1st Sword Army

IBT: Sandy, cat – cat

4 – 470 BC
Kill warrior w/ some unit. Vague but true.
Lit in one turn.

IBT: The AI’s totally step up to be slaughtered.
Lit is in and we go for wheel. It’s quite cheap at this time. We get it in 4 at 30%.
Sugar, sword – settler
Whale, spear – cat

5 – 450 BC
Kill warrior.
Our eMountain Warrior goes down to an unforted, reg warrior on grass.
eArcher avenges.
I risk an eSpear on a 2/4 warrior and loose that proposition.
eArcher avenges
vArch kill horse
1st Sword Army kills Impi and destroys Zulu outpost city.
Slide11.JPG

1st Sword (10/12) kills rSword and promotes an elite within.
Found “In&Out Burger” – worker
9-2 ratio

IBT
An eArch I moved up to pick off a beat up archer is attacked by a horse from the fog. But he attacks over the river and winds up floating down it.
Hamsterdam, sword – settler
Blooming Idiot, racks – sword
VinLand, spear – cat
Beach Party, worker – worker

6 – 430 BC
2nd sword army loaded
eMountain archer kills spear
I caught one! Kills archer
1st sword army kills Zulu sword flawlessly and moves on.
Worker from Beach Party heads for a forest chop so build changes from worker to cat.
Both Sugarcane and Hamster are at size 7 and I would like to get a settler out of each before becoming revolting.

IBT: Horse attacks In&Out and gets impaled.
Rotterdam, sword - sword
Inca are building the GLib.

7 – 410 BC
eSpear kills archer (1/3)
2nd army pitilessly kills an rWarrior.

IBT: Sugarcane settler – spear (@ 7spt); Hilly Silly, spear – cat

8 – 390 BC
Hire scientist in Golden Bomb and turn research to 0% to get Wheel next turn.
Pull back a few troops and resist going for eKills where the unit will be hanging.
Contemplate destroying Bapedi w/ 1st sword army but it’s sitting below a volcano. I would rather Shaka be troubled with this sad city while we heal this turn.

IBT: Something attacked our scouting spear on a mountain and died. (16-2)
Wheel to Horse in 4.
Hamster, settler – sword
Blooming Idiot, sword – settler

9 – 370 BC
Loose eArcher to warrior.
vWarrior kills wounded spear
Two archers kill two warriors
Caught One! Kills archer in the woods.
OK, I got out the armies and popped two settlers so it’s time to revolt.
We draw 6 turns of Anarchy.
Blooming Idiot is going to starve back to size 6.

10 – 350 BC
Sword kills archer
1st Army kills a Zulu sword
We can now see the Zulu’s source of Iron.
Slide21.JPG

2nd Army runs flawlessly through a hoplite.

Final talley (23-3)

I didn’t leave things pretty.
I think the three units I lost were all elite.
Sent both armies into the countryside to wipe ops out quick.
Slide32.JPG

Slide4.JPG
 
Seems nice. The only thing I have a problem with is Blooming Idiot's lack or rax. This caused the army not to be at its full potential. For some reason, I like to put in all elites so that the army will be maxed out in HP. If you don't do that, it must be weakened a lot and then win battles for the last/bottom/weakest/least experienced unit to be promoted.

And now for an odd question. Why the heck do you all need SO many units in a SoD. Just kill that Persian town already and bombard stall the warrior that approach. The spears can hold them back together!

At any rate, the next player should or rather MUST move the sword out of Blooming Idiot across the river to defend against a drop (this turn 0 rather than turn 1). If the boat goes south, the sword better keep up going south as well.

And to the next player, have fun in anarchy! Don't die!
 
Tribute said:
Seems nice. The only thing I have a problem with is Blooming Idiot's lack or rax. This caused the army not to be at its full potential. For some reason, I like to put in all elites so that the army will be maxed out in HP. If you don't do that, it must be weakened a lot and then win battles for the last/bottom/weakest/least experienced unit to be promoted.
nice point...
BUT...
we want more armies. to do that we need those E units out. also when you pop unit in an army, they stick.
an army has an almost unlimted lifespan *knock on wood. spit over shoulder* and will get units promoted within,
so i believe it is better to heal up a time or two, rather than lose on 3 chances for more armies.


Tribute said:
And now for an odd question. Why the heck do you all need SO many units in a SoD. Just kill that Persian town already and bombard stall the warrior that approach. The spears can hold them back together!
because if we dont, we might have a breach somewhere?
this is AW.
we can never have too many unit here.
Tribute said:
At any rate, the next player should or rather MUST move the sword out of Blooming Idiot across the river to defend against a drop (this turn 0 rather than turn 1). If the boat goes south, the sword better keep up going south as well.
i totally agree :D
we dont need thom bogies.

Tribute said:
And to the next player, have fun in anarchy! Don't die!
indeed.
just try to hole up, not lose too many units, stay on the defensive.
if you can avoid starvation too, that would be grand :D
 
Well, with the armies jb provided us, we should have no problem in anarchy. good job on spotting the Zulu iron, btw, where's the second army? :devil: I wanna get in the action.:evil:

Next player get ready for about 4 turns of anarchy.

Roster:

Theryman - Up!
B - On Deck
Abubu/SW
Tribute
Ansar/Frog King
jb -
just played, got us 2 sword armies and got us set up.:D
 
When filling armies, like SW said, you're way better off making it all vets + the E*. That way, your other elites have their usual 1/16 or 1/12 chance of popping a friend. 3 armies at 12hp are pretty much superior to 2 armies at 15hp.

And SoD's are engineered to bring death, destruction, doom and desolation. The more the unit count, the more unstoppable it is. Think of it: 3 units will raze most AI border towns below emperor, but if you make it 20+cats, you can keep marching on and raze a dozen. Easily. Units will heal behind and come catch up with the stack after each assault. In a 3-5 units stack, 3 units all attack, all are wonded, and the offensive stalls.

I just played a normal domination game (COTM) and felt like stacks of 12++ units were a total overkill, but in AW, it never happens. You always need those numbers, somehow and some way.

jb said:
Our eMountain Warrior goes down to an unforted, reg warrior on grass.
The odds of that fight weren't even 60%, and it was an elite unit - as you pointed out, all the units you lost were elites, which suggests 2 things: you did a good job of picking your units, because we need those elites to fight, but you didn't pick your fights and/or didn't bombard enough. It may sound cowardly at first, but using elites on redlined units is not a luxury, it's a gaming style and it suits AW pretty well. Getting them redlined, or at least removing them a hp or two, is important.
 
Btw, we're researching HBR; do we have horses handy?
 
Beorn-eL-Feared said:
Btw, we're researching HBR; do we have horses handy?

Obviously, that was a joke, cause this variant does not allow fast movers, thats why we are the slow-moving idiots.;) :D
How about we research Lit after HBR?
reading.gif
Or are we planning on staying in the AA for the rest of the game? :evil:
 
Therefore we are researching it for the trade value, this being AW. I think lit or currency would've been a better choice, but then again if we've invested gold into it we might as well finish it off.
 
Yeah, bad choice. The Wheel and HBr should've been the last things we research in the AA. But of course, we'd be wasting science turns since by then we'd be able to research both in less than 4 turns and the science dedicated to the longer techs would take even longer if we research them earlier. However, money for the feudalism upgrades is a must. So it all balances out.
 
We already have lit. I selected HBR because it was cheapest.

There are no more unknown civs so I disounted trying to get trade material. If the others are paving the way to Feud then we can take the path of least resistnace.
 
I suggest we go for Currency after HBR since is either that or Map Making, Phil, or CoL.:gold: Does anyone think tis game will last till knights? :hammer:
 
Alright, cool, I thought we wouldn't be that advanced. All for the better.

And IMO it's always best to go for MDI, wether the game demands it or not. At worse, they cost us a few short-rushed swords in techs, at best they break some necks. Same with trebs.
 
Being both, you can imagine the kind of WTH that comes out sometimes ...
 
It's been 22+ hours.

Whoever gets it nex, have fun scambling around to take care of the various incoming threats. Sorry to get so much out of position and to leave the back door without any defense.

Both armies are on the march in a SSW direction. Zululand'ish.
 
Roger that :salute:
 
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