BNH01- Conquesting Emperor

Turn 0 1625 AD

MM cities:
- sell the barracks in the Byzantine tundra towns.
- change temple build in some Byzantine towns to libraries, takes longer, but more useful.
- our core cities are fine.

IBT: Korea use our gift money to sign Byzantines against china.
Inca and Aztecs sign a MPP.
A Zulu cav and a Zulu inf show up.

Turn 1 1630 AD
- Cats starts wall street.
- Flight in 2, lux to 10%.
- Using cav armies to take Ngome, but due to Zulu culture borders, the town is still cut off from our road net.
- Bombard New Simbabwe with destroyers, going 1 for 4. We actually lost a tank attacking that city. A cav deals the final blow and we clean off Zulu presence on our continent.

I'm going to do something that I hope you guys don't mind. I'm signing a RoP with Spain, and I'm bundling it with an alliance against Zulu. This way, when the Zulus are eliminated, the RoP is canceled, and we can attack Spain.
- RoP + alliance for 3 lux's and 320 cash. Tur rep is already trashed, they won't take our gpt in the deal.

"We accept your fair offer", says Izzy, and she is a polite lady again.

Of course I find some units to block off all RR access to the Spaniards. Crusaders seem to be the right fit for the job :)

Blitz time!

Ibadanago is the tough nut, a size 15 city guarded by inf.
- cav army redlines and wins against vet inf.
- cav army wins against vet inf.
- the same cav army retreats against reg inf, you don't see an army retreat often.
- cav army redlines but wins against reg inf, a 2hp reg inf is now on top.
- cav army takes city, this time loses only 7 out of 18 hp's.

Umfolozi is the gem city, and it's only size 7.
- two tank armies get first crack at it, killing 2 vet inf's without much hassle.
- a cav army kills one more vet inf, and we take the city, and gems :)

Actually, that's it for the Blitz -- we're out of army. I'm not senting cavs into that mess.

Mpondo would be the next target, but it's another metro. I bring up the arty stack, all 53 of them.

Cavs go into Ibabango both as suppression force and attackers of Mpondo next turn.

Tanks advance next to Mpondo for a front row seat. Let's go Spain.

Armies go heal.

IBT: Korea signs Iroquois against China. All 1CC's in the world unit against China.
Korea signs Arabs against China, Zulus and Spain, at least Abbu has 4 cities.
Arabs then sign Iroquois against Zulus. I'm not going to list all the alliancese that followed, but I think Korea has started a coalition of all the really weak civs against the Zulus.

Spain sends troops into Zulu territory, I don't think they attacked anything this turn (took a few workers with conquistadors). They are smart, they are going after Intombe, which is only size 10.

Zulu counter attack kills all the conquistadors.

Turn 2 1635 AD
Good news, Spain is now Fascist!

Let's start things off by bombarding Mpondo. After redlining all 4 defenders, the tanks change in. They all win with at least 2hps to spare. This is much better than watching cav armies lose 13 hps in a row.

Zulus have just 18 infantries left.

And there is at least one Spanish Conquistador left. He is elite.

Bring rest of the arty stack on Swazi: just yellow-line them is enough, we have a full health tank army here. The army take the 2 healthier infantries. An elite cav finishes off the last redlined infantry and takes the city.

Bring rest of the arty stack to Zimbabwe. There are still 19 arties left. They handily redline all defenders. I decide to use cavs for this one. Losing 4 cavs, and having to use a cav army for a inf that promoted, we take the city.

The other Zulu cities require 4 movements to attack, and we still have 6 healthy cav armies left, let's see what else we can take this turn. Hlobane is a good target. It has wine. At only size 10, its infantry defenders can not stand up to our armies. 4 cav armies take the city.

I use another army to block the way of the Spanish cavs. They were heading towards Intombe. Intombe has only Rifle defenders, it would otherwise fall to the Spanish stack of... about 30 vet cavs.

Time for consolidation, and more railroad blocking.

Back home, the newly produced army is waiting for more Marines.

IBT: Inca and Korea sign peace, good.

Turn 3 1640 AD
We learn Flight, and become modern. Research is set to Computer, due in 6 at 100%.
I start some bombers for the next player to play with.
We can finish the Zulus off this turn.

Cav army attack Intombe. 3 attacks, 3 dead riflemen, we take the city.

Next up, Ulundi. I use the Tank armies first, they do their job killing 2 infantries. A cav army kills an infantry and a drafted rifle, leaving a cav guarding the city. What should I use? An elite cav takes the city.

The last Zulu city, this is also going to cancel the RoP and alliance with Spain. I withdraw all my troops in Spanish territory first. Humm, probably should reinforce those two former Zulu towns at the tip of the Spanish pennisula too.

I can bombard this city with artillery, I do so. I now have 6 fully healed cav armies to choose from. The 2nd one finishes the Zulus.

... no wait, the Zulus are not dead yet, they have another city... I use the find-city function for the first time... on the island off our west coast. Time to bring out the Marine Army.

Smoke switches to a transport.

I do put the next phase of the plan in motion, I want to trap Spain's troops here in Zululand. So I form a wall with spare troops, leaving just a little opening through a roadless mountain region... the trap is set.

The carrack fleet that was wondering the north seas finally docks. They army it carries immediately forms a tank army.

Turn 4 1645 AD
Quite turn, try to separate the Spanish infantry and cav stacks.
Create the marine army and load it into transport.

IBT: Spain captures the Arab city of Aydab on our continent.

Turn 5 1650 AD
Cats finishes the Wall Street.

Well, I can only find time to play 5 turns this round.

In former Zululand, if you leave the wall where it is, by next turn, the Spanish cavs will be on the mountain tile where their one cav is right now, and their foot units will be on flat ground right next to the mountain. I think we can simply trap them here by fortifying infantries around them. I don't think they will attack us. I could be wrong though.

There is a marine army in the transport next to Zulu's last city. After Zulus are gone, you should be freed to attack Spain.

Cats is on palace pre-build for the Internet.

I have left the military units active, so that you know where they are.

It may be time for another round of spy planting. I didn't do any during my turn, so the flag hopfully is erased already.

The Incan lux deal is due soon. I don't see any MPP's in the F4 screen, so I think you're safe to renew the deal. The Incans are also the only one with real money now.

The 1650 AD Zip File
 
Korea is loosing the war with the Inca's. And they are down to 388 gold. And in Fascism. We'll soon see a powerful Incan Empire.

The Chinese and Incan lux buying will end next turn. Better not forget it ...

I hope 1 marine army is enough to take Zunquin.

I suggest taking out the Zulu, then the Iro's then go for Spain and then (after 10 turn peacedeal with Byz ends) take out Byz in the meantime. (Marine army is in that area anyway). Then conquer Azteca and Russia.
Take out Carthage and China and Germany.
Last step: Incan Continent.
 
In the midsts of turn 7. Have had two fatal errors this session.
  • Zulu are dead.
  • Iroquois are dead.
  • Spain was the sole target of our wrath until...
  • Sneak attacked by the Inca. (Lost dyes and furs.) :(
  • The stacks of Spanish guerilla/infantry no longer exist.
  • We have Computers and are researching Miniaturization.
  • Upgrading infantry.
  • Sinking ships. Spain has combustion and a few destroyers. :mad:
  • Removing pollution.

I just want to declare on the world and expand our boarders, or burn our neighbor's, in all directions at once.
 
The Save, 1700 AD...

Turn 0, 1650 AD
We are Prince Henry. Resistance is futile.
Ulundi is unhappy. We starve them.
Our military advisor says that we get 1002 units for free.
Spain has two impressive SoD’s each mixed with cavalry and infantry.
I could cycle through all the units but there’s nothing to do with them except backstab the Spanish. It’s almost a shame to have all these armies with nothing to attack. For goodness sakes! We’re communists!

IBT:
Spanish move units as predicted. The cavalry and infantry have been separated.
Carthage wants to talk. Trade TM’s. Nope, TM for WM and two pieces of gold.
Silks, Dyes and Furs deals come to an end.

Turn 1, 1655 AD
Combustion to the Inca for the luxuries, gold, etc.
Banking, Physics and 1490g to Hannibal for silks.
Our marine army is greeted by a vet infantry and is taken down 10hp before winning. A regular infantry is the next target but not this turn.
Zimbabwe is unhappy and summarily starved.

IBT: OK, everyone is declaring on the Zulu. Not that they can do anything about it.

Turn 2, 1660 AD
Sending a few more marines out to the Zulu. The marine army is resting in a barracks city. Bombers can just reach the Zulu.
The Inca have Ironclads! I’m excited.

IBT: Nothing much.

Turn 3, 1665 AD
The Zulu are dead at our hands.
We plant a spy on the Iroquois. They have 6 spears, a sword and an archer.
I declare them scum. One dead spear and one elite marine.
I can’t wait to kill the Spanish. Try to plant a spy and that doesn’t go over too well.
Time to declare and level their units.
Bomb a small stack of infantry and guerillas.
Generate a GL attacking w/ cavalry.
Bombing the massive stack of cavalry. Can’t hit all of them.
All cavalry killed w/ cavalry and 10 cavalry armies.
Now we have ~30 guerillas and 60 infantry to deal with. Can’t kill ‘em all so I guess we reinforce and bring the arty back on line next turn.
Two cavalry armies take Lograno after killing off 4 infantry.
Tanks take Cadiz.
OK, I think we’re ready for the reprisal.

IBT: The infantry’s running. Our army’s taking pot shots as they pass by. Hardly a reprisal.

Turn 4, 1670 AD
We take Leon and Burgos.
We take New Madrid and raze the city.
One stack of infantry roughed up by arty despite poor hit ratio.
Making an attempt to start cleaning up all our pollution.

IBT:
Swazi was captured thanks to me leaving it undefended. I took the infantry to a barracks city for an upgrade and a conquistador found the hole that I didn’t see.

Turn 5, 1675 AD
Take back Swazi.
MGL picking off cavalry. Tank army.
Smaller stack of units eliminated w/ arty, cav armies and cavalry to clean up.
Grinding up another stack and the program gets buggy. Can’t save. Crap!
Damn, lost a lot of ground.

Restart…
No MGLthis time. :mad: Push cavalry armies hard against fleeing infantry and have one retreat. One wins leaving it w/ a single hp.
Finally got an army killed. Second infantry in Valencia took it out.
Next army kills last two defenders and takes the city.
Single infantry in Santander takes a 18hp army down to one forcing a retreat.
Now I accidentally trigger then end of the turn. We have a stack of arty that could be captured this turn.

IBT: Spain moves units around and makes a few feeble attacks but are arty is safe.
Many pollution warnings.
Interestingly, the Inca land a cavalry on our home soil. Looks sneaky. :mischief:

Turn 6, 1680 AD
Well, if our cavalry friend wants to move he has some Mech Infantry to get through.
We manage to plant a spy in the Incan capitol.
A single infantry in Santander takes out a 17hp cav army. Next cavalry Army takes the city and wins an artillery piece.
MGL from tank battle.
Spain’s SoD’s are wiped out.
We take New Seville.

IBT: We lose our dies and furs when the Inca launch a crippling sneak attack on us w/ the single, yet very vicious, cavalry. :eek: I think his horse has rabis.
Many cities riot due to the loss of the two luxuries.
Aztecs declare war on us due to MPP w/ Inca.
We crank up entertainment by 20% and bring down research to 70%. We’ll still have Miniaturization in two turns.

Turn 7, 1685 AD
I just noticed that the Byzantines are an island nation. We need to bring the marines back.
Sank some ships and made troop movements and got another fatal error. :aargh:

OK, back on track
Barcelona’s next. First two armies take out two infantry but the next army goes down to the next infantry in line.
We killed scores of infantry but it would seem Spain has retained plenty for defense.
We take Barcelona and get Bach’s in the deal.
Jaen’s next. Cavalry takes out first infantry but the next infantry kills off the army.
Tank army kills off infantry and elite cavalry takes out last defender. No GL.
We take Vigo.
We capture New Barcelona and kill a Spanish GL! Ha!
From the boarders of Jaen Madrid is in reach of our arty. They’re about to get bombed silly. Three elite kills in Madrid but no GL’s.
We take Madrid and get Shakespeare’s.

IBT: Nothing of real note.

Turn 8, 1690 AD
Take Aydab. A size two city that cost us three vet tanks.
We take Seville and Murcia.
We grind four infantry off of Toledo and take the current Spanish capitol.
Resting armies, moving arty into position, picked off a few more infantry.
Miniaturization will come in next turn and then we’ll have to tighten our belt because our treasury will be down to ~200g.
15 cities are in resistance.
The number of pollution tiles is down to four.

IBT: We’re getting dog-piled but we just don’t care.

Turn 9, 1695 AD
We take Vitoria and Pamplona.
We take Palma down to a single defender but not other units can reach. That is until we get another GL picking off a passing infantry. We build a cavalry army because it’s the only thing that can reach. We take Palma.
We take Cordoba and it's rich corinthian leather.
We declare on Theodora and then let her kill our marine expeditionary force. No matter. The army’s a turn away w/ a transport transfer.
We capture Arturias and kill yet another GL!
We capture Alicante.
We sell Steel to Korea for all the cash they can spare at the moment.

IBT: More dog-piling We lost another luxury due to war and are getting quite a few riots.

Turn 10 – 1700 AD
Theodora and her stinking civilization is no more.
Sell Feudalism to Germany for some minor coin.
We take Teruel and Merida.
We take Hadrumentum from the Carthaginians.

OK, There’s some stacks of tanks (36), cavalry (3) and tank (6) armies, arty (56) and a few cavalry and mechanized infantry around the cities or Ali and Astro. (See last image on next post)
Because of the terrain (forested tundra and hills) none of Spain’s remaining five cities, noen bigger than size 9, can be reached this turn.
Internet finishes in two turns.
 
henry11.jpg

henry21.jpg

henry31.jpg

henry4.jpg
 
SJ Frank said:
JB:
By fatal error, I though you had gotten us killed :lol: . Nice progress.
Now what on earth could that have been then ?? IIRC only Conquest victory is on, so it has to give a Conquest victory to one of the others. Abandon or gift all cities .... ?? ........ That's not an error, that is sabotage.
Rik:
I'm going to be away for this weekend, so you can take your time with this game.
I'll play when I have time.
 
Rik Meleet said:
If you don't mind I'm considering Shift-A (automating) the workers. It will reduce the playtime and there is no way we will loose because of it.

And who cares if don't do the best worker tasks at this moment ?

Any objections ?

Sure, go ahead. This is only on the continents that we completely own, right?
 
I was thinking of doing that on our continent and Portuguese Byzantium, Portuguese Sumeria, Portuguese Zululand and Portuguese Spain.

In the lands we are about to conquer I won't automate workers. And I won't automate all workers; I like to have a team of some Portuguese workers for emergency tasks.

BTW: this is my plan:
Build transports in Portuguese England and Portuguese Iroquois lands and have all unit producing cities produce Marines. After we conquer Portuguese Spain completely, sail the bulk of the army back home so that in can board the transports that are being build. Then sail to Medina (Furs and Sistines) and invade the Inca's currently occupying Portuguese Incaland with Marines and when we Liberate Medina put all units in there to repel the counterattack. Rush an Airport and conquer Portuguese Incaland from there, while the unit producing cities go back to Modern Armor.
 
I wanted to automate them as well but was afraid of ridicule.

It could actually add a little humor to the game as we watch the AI send workers into a swamp one turn, presumably to road, and the pull them out the next. The algorithm used when you select "shift-A" is seriously flawed.

Automate away!

"The plan"
I like the labeling of the territories, "Portuguese Incaland, etc."
Throw in a second marine army for kicks.
Can I please launch a few nukes?

Please cleanse the seas of any ship capable of hauling a settler. My last "conquest only" game ended with me building a naval dragnet to find two galleons w/ settlers wandering the high seas. Very, very anti-climactic
 
jb1964 said:
Can I please launch a few nukes?
Fine by me. But I'm not a nuke fan myself. But the times that I have nuked I did it usually against a stronger foe. I'd select a smaller section of land, nuked a 3 x 15 (5 nukes) area of land so that I could safely conquer the cities on my side of the nuclear border.

Please cleanse the seas of any ship capable of hauling a settler. My last "conquest only" game ended with me building a naval dragnet to find two galleons w/ settlers wandering the high seas. Very, very anti-climactic
If that happens, just abandon some cities on each landmass so the galleons will go there as that is seen as "lands to settle". Don't hunt; trap them !!
 
IHT: Science queue: Ecology -> Synthtic fibres -> Rocketry. Our big gold supply has vanished. Going low sci for a couple of turns to build it back up. Just 1 request; do NOT fortify damaged units in cities; just <enter> is enough; it is such a pain to track down those units when you need them.
Join native workers into Cats, Lissabon, Centralia & Bat.

I see many temples I started never finished. Starting many many many temples, cathedrals and collosseums. I want the Lux-slider down. Every 10% is costing us 400 gpt. Ecology in 13, +589 gpt.

IBT: Germany joins the Axis of Evil and MA with Inca.

[1] 1705 AD - Lugo, Elche, Alcorcon, Oea captured. Automating workers in Portuguese Byzantium, Portuguese Sumeria, Portuguese Zululand and Portuguese Spain. Joining natives on our mainland to big cities with food-surplus.
Shift-A many workers. use spare units to quel resistance. MM all cities. Down lux to 10%, gainig us nearly 350 gpt (after hiring some clowns).

IBT: We finish the Internet.

[2] 1710 AD - Move many boats to Portuguese-England, where our invasion fleet is goin to start off. Capture Valladolid with 9 workers. Almeria and the SPanish core is now known as Portuguese Spain. Marine army attacks Carthaganian Sabratha, killing 2 Num wars and capturing it. Workers run around.
Quelling resistance. Down lux to 10%, gaining us 350 gpt (after clowning). Sci to 50 %.

IBT: Aztecs declare on Arabs.

[3] 1715 AD - workers run around. Suwon & Zamora captured. Bombing Incan dyes. In the battle of New Toledo, MGL Dinis appears. I pressed enter accidentaly; couldn't MM cities.

IBT: Spain makes peace with Korea.

[4] 1720 AD - Capture New Toledo. Dinis send to Zunquin.
BAttle for Hippo: Marine army wins twice, but too many defenders present. Transport the bulk of our forces to the Reading area to embark onto transports in due time. Create Marine army. I leave 1 cav army behind,. for security reasons. In Vitoria.

IBT: Arabias and Carthago make peace.

[5] 1725 AD - bombing Incan land to kingdom come. Dinis rushes offshore platform in Zunquin.

IBT: Germany sign peace with Arabia and Korea. Incans try to spy on us.

[6] 1730 AD - army is completely transported back to our mainland. I need a really big amount of transports to bring them all. Most cities are busy building neglected buidings (cathedrals, banks etc.).

IBT: Korea and Germany sign trade embargo. :lol: their loss...
China and Arabia sign peace. Arabia and Spain too. Korea and China as well.
We learn Ecology. Synthtic Fibres in 6.
Starting Mass transits.

[7] 1735 AD - Autorazed undefended New Varna. Sending all but 1 transports automatically to Reading (13 turns). We won't invade China in 20 turns. And China has no MPP's signed. And China has luxuries. Sign Peace with China, we pay 40 gold. Buy Silks for Electricity + The Corp. We get WM + 228 gold as well. Fire many clowns. @ -620 gpt we get Syntethic Fibres in 4.

IBT: Focussing on markets, banks, mass transportation and other production stuff.

[8] 1740 AD - workers run. Bombers Bomb. etc.

IBT: Russia and Inca sign embargo against us.

[9] 1745 AD - working, bombing etc.

IBT: Russia and Inca MA Vs Korea. Some trade Embargo ends. The Koreans are destroyed by Incan forces.

[10] 1750 AD - zzz

------

Just wait for the transports to arrive and have a field day in Portuguese Incaland.

Our army is here:

Reading_area.JPG


The save, 1750 AD.
 
IHT: Science queue: Ecology -> Synthtic fibres -> Rocketry. Our big gold supply has vanished. Going low sci for a couple of turns to build it back up. Just 1 request; do NOT fortify damaged units in cities; just <enter> is enough;

I thought you had to fortify injured units in cities w/ a barracks to get them to heal. Is that not the case?
 
No that is not the case. Units heal in cities if they are on full movement points thus they "don't do anything" that turn. Fortifying counts as "not doing anything", but so does skip by a spacebar-hit.
You can use a damaged unit to move over railroads (no movement) and end in a city and it will heal. If you've used a roaded, but not railroaded tile the unit doesn't have full movement anymore and it won't heal that turn, regardless of fortifying.
So fortifying has no influence on healing time.
 
Rik Meleet said:
No that is not the case. Units heal in cities if they are on full movement points thus they "don't do anything" that turn. Fortifying counts as "not doing anything", but so does skip by a spacebar-hit.

Thanks. Learned something new today. I've been the main culprit forting units to heal so I'll stop that practice. Then again, I thought once they reached full health they woke from their slumber but I thought I have noticed that that's not the case either.

Anyway, no more forting units to heal. Scouts honor. :salute:
 
Turn 0 1750 AD

MM Cities:
- Rik wants infrastructure. Sure, I'm going to keep most of them. :p Only a few Mass Transits in small cities were vetoed. My only complaint about the infra push is that -- when do I get to build those shiny toys with pointy sticks :lol:
- all taxmen that I encountered were switched to policemen. Not that I have anything personal against the tax collectors :rolleyes: , but cops are better under communism.
- Wow, cats has exactly 120spt :)

I'm not going to bother with the Spain continent. It's too big.

Loading up the invasion force. I'm going after the lux's. I think that capturing the city will be the easy part, the hard part is holding it. So I construct a force mostly out of Mechs. I think I had 2 tank armies, 2 boat loads of Mechs, and 1 boat load of artilleries.

Our Spainish cities are unhappy because their native country is still alive. I'll see if I can put an end to it quickly. I rush a destroyer and a transport in the nearest port, sending a tank army their way.

Turn 1 1752 AD

Synthetic Fibers->Rocketry in 4.

Land 5 transport loads of troops next to the fur city.

IBT: 2 Incan bombers bombard us. That's it for their reaction. As everyone knows, AI don't attack armies in the open. What a silly feature.
Global warming turns a Gem Jungle into grassland, now if global warming could do something about the wetlands around it, then we could actually claim that gem...

Turn 2 1754 AD

In Incan land, attack Medina! Arty bombardment shows that it has 5 inf defenders. Oops, I miss counted, there are only 4, and a tank army ends up defending the city by mistake. Let's hope that it doesn't cost us an army. I move 14 more Mechs in the city.

We do control Sistines. The harbor was destroyed, so Fur will have to wait.

Tank army and a mech lands next to Spanish Capital.

Bombers rebase to Medina.

Wake some automated workers. I want to MM some cities to 60spt.

IBT: Watch the Incan's throw their kitchen sink at Medina. It's not nearly enough. We had healthy defenders to deal with all but 2 of their attacks, and there were quite a few 4hp elite mechs left at the end. A defensive leader arises out of the rubble. Defender of Sistine's he is.

In a last ditch effort, a Spanish destroyer sinks our destroyer guarding the transport that just made the drop.

Turn 3 1756 AD

Cats finishes SETI, start a badly needed Mass Transit.

Disband troop in Medina to get an airport next turn.

Leader becomes an empty army.

Tanks armies razes Basura, I just want some slave workers to build airfields. Mission accomplished.

Tank army attacks, but I can't kill the Spanish this turn, too many troops in that city.

IBT: Medina is NOT attacked. Giving up already?

Turn 4 1758 AD

Finally, the spanish are gone. Trade Embargo with Russia ends.

Airport In Medina completes. Rush lib by disbanding artillery -- with MA coming next turn. These maybe the most useless units we have left. Continue to starve down that city.

Get ready to take Bagdad.

All tank armies are now either already across or on transport, starting with the cav armies now.

IBT: Carthage sign China against us. We lose silk :(
With their kitchen sink already gone, here comes the bath tub. Inca sends roughly 80 units into tiles around Medina.

BNH01-Medina.jpg


Turn 5 1760 AD

Rocketry->Fission, but turn down research to 10% first to get some upgrade money.

Upgrade about 70 MA now, leaving 1K gold in the bank.

The attackers around Medina has 6 attack, while our defenders have roughly 30 defense (18 * (25% + 10% + 50%). They need a 5 to 1 numerical advantage to crack us. There are 19 Mechs in Medina, so we should be safe. Besides, not all AI units will attack, and not all of them will get to attack either.

Raze Bagdad with tank armies.

Killing the smaller stacks around Medina.

Attack Hippo, the Carthagian silk city with marine army, killing 2 muskets, city stands for one more turn.

Create 6 airstrips on the deserts around Salty. Start air lifting units.

IBT: Chinese cavs kill a Mech near Hippo, leading me to believe that we need more troops to hold that city.
In Medina, we lost 1 mech, and had 2 streaks of 30 or more straight wins.
Rest of Inca's stack pillages and leaves.

[/b]Turn 6 1762 AD[/b]

In Inca land, with help of bombers, take Tiwanaku.

Take Najan with cav armies, taking away all culture pressure on Medina.

Sending 2 more armies in the direction of the Chinese.

Raise science to 70%, Fission due in 4.

MM to take care of some happiness issues.

Fortify 5 mechs in each new city. Armies heal outside of cities.

Lifting MA's into Medina.

IBT: no new attacks.

Turn 7 1764 AD

Advancing in the direction of Dye. Create a MA Army in Medina, with bomber help, take New Tiwanaku.

Start killing Incan stack in the open. A MA lost 2 hp against a spearmen, and spawn a leader. The leader becomes another empty army.

IBT: More Incan attacks, and another defensive leader in Medina.
Russians destroy the Arabs.
An Incan destroyer sinks one of our empty transports in the shipping lane. 2 more destroyers are lurking in the area.
China makes a landing on one of our islands.

Turn 8 1766 AD

Marine army and tank takes care of the Chinese landing. Bombers and destroyers in the area punish their navy.

Arty, bomber, and navy combine to kill 3 Incan destroyers around our shipping lane.

Create 3 MA armies in Medina this turn. :hammer:

- Bombers leading the way, start attacking Damascus. 1 MA army and 1 MA later, we take the city.
- 3 MA Armies take Kufah and its Dye.
- 3 Tank armies take Fustat.
- 2 Cav armies take advantage of its 4 movements and take Bukhara. This allows me to seal off the southern rail road with a single army.

Attack the Incan SE penisulla.
- MA's kill 2 Numidian Merc and take Cirta from the Carthaginians.
- 2 MA's kill 3 infantry and Mansura in taken.
- Took 3 MA's to kill 3 infantry in Muscat (1 MA retreated).
- After build 1 tile of RR with slave workers, 2 MA's take Fez, the last enemy city on the SE penisulla.

One last attack of this turn, a MA takes Aden, which was defended by only 1 Guerilla. Interestingly, there are a pair of Privateers parked next to the city.

They Dye city Kufah is the one that I don't want to see flip, so I put my spare units in there.

That's modern blitz warfare for ya, 9 cities in one turn. Could have been more too, I'm resting 7 armies this turn.

IBT: Aden is Inca's new favorite target, unfortunatly for them, all of their units end their turn just out side the the city.

Turn 9 1768 AD

Taking the Incan capital Cuzco with 4 tank armies, but cultual border prevents us from reinforcing the city, so we need to blitz some the cities to the NE of it this turn.

- Taking Yamama with 2 MA's.
- Taking New Cori with 2 MA's.
- Taking Andahuaylas with 1 Tank Army and 2 MA's, redlining all three units.
That clears the way to Cuzco.

Now, let's take care of the other targets.
- Kill all cavs outside of Aden.
- Taking Anjar with 4 cav armies -- that city was only size 5, so cav armies can take care of it.

We still have 4 MA armies, so let's see what else we can take this turn.
- Machu Picchu is size 17. 2 MA armies yellowlines while killing 2 infantries each. 1 MA redlines before kills the last infantry.
- Arequipa is another size 17 city. 2 MA armies once again kill the top 4 infantries. The first MA retreats, but the second does the job.
- Taking Vitcos would cut the Incan nation in half. It is size 9, on a hill. The first MA loses, 2nd wins, 3rd retreats without doing damage, 4th loses, 5th and 6th both win to take the city.
- We have enough MA's to blitz one more city this turn. Ollantaytambo is size 12. Taking it would relieve culture pressure from Cuzco. 3 straight easy victories is enough to take the city.

That's 9 more cities this turn. Good enough for me.

Setup defense for the newly acquired cities.

The big fleet of transports finally arrives. All waiting MA's and marines take to the seas.

IBT: lost 2 destroyers in the transport lane.

Turn 10 1770 AD

Fission->Space flight

Cats: switches to Manhattan Project.

Marine action!

- Taking the Incan island city of Merw. There is an enemy desctroyer in the area, so transport go hide in the city.
- Attacking the Aztec city of Tlateloco, its still guarded by spearmen. Marines should have no problems here... but 4 boat loads of marines could not kill all the units in one city!

Search out the Incan destroyers, destroy them with our air power.

On Incan mainland:

- With arty support, capture Chuito with 2 MAs.
- Huamanga is size 26! A MA army kills 2 inf, elite MA retreats, Tank army wins, Elite MA wins, and a vet MA finally kills a cav and takes the city.
- Incan capital jumps to the south. I attack Vilcabamba to get close to it, but culture border once again interfares.

Let's try the southern route:

- Take Pusan with arty and 2 MA's
- Take New Machu.
- Scap togetter the last few healthy MA's and take Chonju.

We should be ready to blitz those size 19 Incan cities next turn.

NOTES:
On the Chinese front, I think we should raze Kaifen and Leptis Minor, and hold those choke points with armies. This should allow us to take and hold Hippo without having to face attacks.

I have left 2 MA's active, to show you where the airfields are.

The Armies and injured units on the front line are fortified. I think most armies are outside of cities, so they should wake up after they're healed. Hopfully you won't have too much trouble finding them.


The 1770 AD Save
 
Very nice. :goodjob:

I'll d/l and take a look this evening but I doubt you'll see any posts until next week. We're heading out to Washington D.C. for a little family vacation on Thursday and not returning until late Monday. I'll have access to the forum but not C3C as it's a big no-no to load it on my company laptop.
 
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