CBob01 AWM Training Day Game

Wikipedia said:
"I Wish I Was in Dixie" is a popular song about the South. It was written by composer Daniel Emmett, a Northerner, and published in 1859. A blackface minstrel-show troupe debuted the song that same year in New York City. As with other minstrel show numbers, the song was performed in blackface and in exaggerated Black English Vernacular. The song proved extremely popular and became widely known simply as "Dixie". The song has also been published as "Dixie's Land".

The song became the unofficial anthem of the Confederate States of America during the American Civil War. This and the tune's minstrel-show origins have created a strong association of "Dixie" with the Old South. As a result, some today view the song as offensive and racist.

On The Dukes of Hazzard, the horn of the General Lee played the first 12 notes of the melody from "Dixie."

The term "whistling 'Dixie' " is a slang expression analogous to idleness or nonsense. Examples: "Don't just sit there whistling 'Dixie!'" (as a reprimand against inaction); "You ain't just whistling 'Dixie!' " (in support of an argument).
The link is >>HERE<< , along with a little sound file of the song.
 
Order of Battle:
16 Workers (4 native, 12 slave)
1 Archer (1e)
18 Spearmen (4r/13v/1e)
7 Swordsmen (2v/5e)
1 Sword Army (1v/2e)
2 Horsemen (1v/1e)
17 Catapults

State of the Empire:
Mosaic Moscow (5) grows in 1, Settler in 2
Yakkity Yakutsk (5) grows in 4, Settler in 5
New Horse Town (1) grows in 10, Walls in 10
Iron Hill (7) no growth, vSword in 2
Halifax (3) no growth, Barracks in 2
Silly St. Peteys (2) grows in 14, Catapult in 7
Rowdy Rostov (7) no growth, vSword in 1
YarYar (2) grows in 14, vSword in 2
Hot 'n Spicey (1) grows in 1, Walls in 1
Murmur (1) grows in 4, Walls in 14

We are in Despotism at 3.5.2
Polytheism is due in 4 turns, we are -7gpt with 165g in the bank.

PreFlight:
-Changing the geek in RR to a taxman still gives Poly in 4 but now at -5gpt.
-If I flipflop tiles worked between MM and NHT between the grassland and the BG, MM can lose a shield but have the settler still due in 2. But NHT has walls in 7 instead of 10. Food and commerce unchanged. Look to flip it back after the settler is built, depending on what we decide to build next.
In Halifax, if I switch the forest currently worked to the one N (next to the river) I pick up 1 commerce

Make the decision that attacking Hattusha at this stage is secondary to clearing out the Yanks and Krauts. Plan on setting up a new line of cities along the hills to the West from the Wines up to just N of Atlanta. It will be easier to defend those new cities than near the grassland near Hattusha, where the Babs and Hittites are in force.

Off we go.

IBT
Babs - Bowman attacks our wounded army in HnS, dies (1-0), more advance.
Hittites - No attacks, wounded retreat and that Mace pops back out of Hattusha
Germans - just some advancing
Yanks - Sword attacks NewHorse, redlines our spear but dies (2-0).
Our people want to build the Forbidden Palace!
RR: vSword --> vSpear (due in 3) as we will need some escorts.
HnS: Walls --> Catapult (due in 10)

230 AD Turn 139 (1)
MM will overrun the settler by 2s, take the worker off the forest and move to the flood plain for more food and commerce.
3 cats in Murmur bombard Hittite vMace on Mountain to the W, all miss.
2 cats in YarYar bombard Kraut rSword on wines and redline him
4 cats in HnS bombard Hittite rSpear/rMace stack, take 2hp off spear and 1 off Mace.
Since the 2hp rMace is now showing, attack him with the eSword in HnS. Lose 2 hp and win (3-0).
Spear/Archer S of YarYar return to city
New Sword from RR moves to Halifax, he will be one of the escorts into the NE vs the Barbs.
Army to MurMur to help against the Mace
Horse moving to IT to try and break through the gap. Look for the other...it's healing in Halifax.

IBT
Babs - 2 Bows and 1 Sword immolate themselves against the HnS walls, no losses for us and our Spear promotes to elite in the process (6-0)
Hittites - Army takes 1hp off the Mace as it moves, the Galley reappears.
Germans advance on YarYar
Yanks do too.
MM: Settler --> vSpear (due in 3)
IH: vSword --> vSpear (due in 3)
YarYar: vSword --> vSword (due in 15)
Halifax: Rax --> vSword (due in 6)

250 AD Turn 140 (2)
4 cats in HnS bomb Bab stack, only take 1hp each off the Bow and the Spear.
4 cats in MurMur get 2 hits on the Mace, he's redlined. Finish him off with our eSword, win with no damage (7-0)
5 cats in YarYar yellowline 3 surrounding swords. 2 of them are out in the open in a stack, so I am attacking.
eSword loses to one of the yellow swords in the stack (7-1) Grrrr
eSword beats the other yellow sword in the stack (8-1)
Horse in IH moves W into hills, takes a spear with him to see him off.

IBT
Bab Sword dies against HnS (9-1), more units appear
Hittites drop a Spear and Mace NORTH of HnS, advance a couple more units
Germans advance, Yanks retreat

260 AD Turn 141 (3)
5 cats in YarYar redline German sword and Yellow another. Our eArcher then takes out the Kraut rArcher exposed in the stack (10-1)
4 cats in HnS plus the 2 from Halifax redline the Spear and yellow the mace N of HnS
eSword from HnS takes out Mace (11-1)
eHorse from Halifax takes out the Spear (12-1). Note I left the Horse here until I get another attacker over to our interior to defend against these dropoffs.
MurMur cats yellow a 3MC
Workers mining the grass near RR, then will move to the forest game
4 more slaves moving toward NewHorse, will try and begins roading to new cities.

IBT
Bab vBow takes out our eSpear in HnS (12-2). I must have forgot to make my sacrifice to the RNG Gods.
The other 3hp Hittite Mace takes out our vSpear in HnS (12-3). No fair ganging up!
Germans retreat
Yank settler/spear appears
We learn Polytheism. Start on Philo due in 4. Still running negative gpt
RR: vSpear --> vSpear

270 AD Turn 142 (4)
New spear from RR moves to reinforce HnS
Cats in MurMur only yellow the Mace next to it. I am having terrible luck with the cats.
Army moves ready to attack Atlanta.

IBT
Babs request an audience. Nope.
Bab Bow dies at HnS (13-3), Galley appears.
Ditto Hittite 3MC (14-3)
Yanks advancing
German Archer attacks -- the Yank Sword! I didn't know they were at war. This could be helpful.
MM: vSpear --> vSword
IH: vSpear --> vSpear
YakYak: Settler --> Catapult
Germans complete temple of Artemis
Romans complete Statue of Zeus. They must be on the other continent. Good thing, too, as AC's might be a bit much at this point.

280 AD Turn 143 (5)
Gold Hill founded, starts on Rax due in 20.
eSword takes out German settler/spear trying to sneak through the hill to the N (15-3). 2 more slaves for our workforce.
FirstSwordArmy takes out Atlanta, killing 2 spears (17-3). Town is razed. Planned next town line is now open.
Workers begins roading game
Lots of cats fire for hardly any damage, so I think I will hold off attacking

IBT
Bab Galley continues N. I have a feeling it might have a settler/spear in it
See a Yank Sword begins chasing our horse
German Spears spotted near IH
Lots of fighting up N, but for the first time, it does not involve us! Watch as a German Sword, a Yank Sword and a Yank Settler/Spear all die fighting amongst themselves.

290 AD Turn 144 (6)
All 4 cats from HnS miss.
Start on the road from IH. FirstSwordArmy is moving to cover.
Surprisingly, no other targets. I see a Hittite galley again, also a Hittite Pike and Spear coming.

IBT
Bab rBow attacks HnS, it dies (18-3) and lo and behold...
leader290AD1.JPG


GeneralTso is named (after all, he came from Hot 'n Spicy)
Another Bab bow attacks and dies redlining our spear (19-3)
Germans up N are scarce now, maneuvering to fight the Yanks
Hittite Pike/spear moves next to HnS
SSP: Cat --> Cat
RR: vSpear --> vSword
NewHorse: Walls --> Cat

300 AD Turn 145 (7)
SecondSwordArmy is created, 2 swords loaded in. 1 due in Halifax next turn will be the next.
Moving sword from Gold Hill into NE to try and intercept Bab Galley.
2 cats take 2hp off Hittite galley, maybe he'll turn back now
4 MurMur cats combine to take only 1hp off Mace on the hill
4 HnS cats take 1 hp each off Hittite Pike, spear, sword, and Bab spear.

IBT

Bab spear pillages our second spice, the wounded spear still moving N with the settler. I screwed that one up, that's not what I expected them to do.
Hittite galley turns around.
Germans moving on Frisco
Barb horse attacks our Sword, we win (20-3)
We learn Philo, start on CoL, due in 6 still at a deficit.
IH: vSpear --> vSword, due in 4
Halifax: vSword --> vSword, due in 6
Aztecs build the Mausoleum

310 AD Turn 146 (8)
2 Cats in Halifax bomb spear to one, our new Sword takes him out (21-3)
HnS cats bomb, a couple damages, not enough to attack
Workers moved to IH hill

IBT
Babs look to be reinforcing for an attack on HnS
German sword dies attacking Frisco
Yank sword attacks our worker pile W of IH and dies on the escorting spears (22-3)
Our Horse killed by a Sword I could not see. (22-4) Sorry guys, I am terrible at this pillaging strat.
MM: vSword --> Settler due in 4
YakYak: Cat --> Settler due in 5
Germans building Sun Tzu's
Aztecs build the Hanging Gardens

320 AD Turn 147 (9)
All 4 HnS cats miss the vMace there
4 cats in MurMur take 2hp off the vMace there
5 cats in YarYar take 1hp off the rSword there. Thats 3 for 13 in rocks this round.
The undamaged vMace outside of HnS is taken out by the SecondSwordArmy (23-4)

IBT
Bab vSword attacks the Army in HnS, dies (24-4)
Babs found Zarquim in our NE sector. They did drop a settler off in the fog.
Krauts level San Francisco
Yanks request audience - talk to the hand, guys.

330 AD Turn 148 (10)
Damaged German rSpear is on our Wines! Our Sword escort fixes that (25-4)
Move next to Zarquim up N and see that massive Barbarian uprising we heard about - 31 Barb horses!
4 cats in Murmur only take 1hp off the Mace there
5 cats in HnS manage to take 1 hp off the Mace there.

And that's where we are.

Order of Battle:
20 Workers (4 native, 16 slave)
1 Archer (1e)
21 Spearmen (4r/16v/1e)
8 Swordsmen (5v/3e)
2 Sword Armies (3v/3e)
1 Horsemen (1e)
19 Catapults

State of the Empire:
Mosaic Moscow (6) grows in 5, Settler in 2
Yakkity Yakutsk (5) grows in 4, Settler in 4
New Horse Town (2) grows in 7, Catapult in 7
Iron Hill (7) no growth, vSword in 2
Halifax (3) no growth, vSword in 4
Silly St. Peteys (2) grows in 4, Catapult in 4
Rowdy Rostov (7) no growth, vSword in 2
YarYar (2) grows in 4, vSword in 7
Hot 'n Spicey (2) grows in 1, Catapult in 1
Murmur (2) grows in 4, Walls in 4
Gold Hill (1) grows in 15, Rax in 15

We are in Despotism at 3.5.2
Code of Laws is due in 4 turns, we are -8gpt with 98g in the bank.

And the file
>>FILE<<.

Notes
- We can settle the wine hill next turn, and the slaves are in place covered by the army to road to it in 2. The second lux will be nice.
- I would set the next settlers in a line on the hills to the West. Excellent defensive position there.
pic330addotmap2.JPG

Also once we rid ourselves of the Babs up N, we can finish filling in 2 more cities in the NE. I probably should have made more settlers now that I think about it but I was worried about having escorts for them. We will have a couple more soon and our escorts are stronger now.
- Our relative position is somewhat weaker in the S now, as the attacks up N have abated since the Yanks and Germans are at war with each other. I think we should try and take full advantage of the US-German war in the meantime.
- That Sword I sent NE to look for the Babs found the 31 Barbs, he's probably going to die. I should not have sent him up there. I probably should have looked to get another settler out so the Babs would have not settled up there, but I'm still not sure where I could have squeezed another out.
- The build orders can be changed - especially Gold Hill. We may or may not need the Rax there. We are also building 3 cats, and may not need them right now.

Comments and pointers are always welcome, as I am pretty sure I had a couple missteps.
 
lurker's comment: Excellent, having the Germans and Yanks fighting each other is the best news you've had so far. It won't last forever, so the time to take advantage is now. If you can spare a Settler to build where I've indicated below, it will take all the pressure off YarYar once hostilities resume, and is a more defendable position.


CB_AWM_North.JPG



I also have a suggestion for a new city in the South. If you can put one down on the Red Dot, it should draw Babylon's attention away from HnS. Again, it is a more defendable position, and has the added advantage of depriving Hittites of those Horses, something which may prove invaluable once Chivalry is known. The blue cross is a long-term suggestion; maybe a good spot for the FP?


CB_AWM.JPG
 
lurker's comment: The problem with Buce's northern red dot is that it's right next to a volcano (hard to see with those graphics though) and if it goes off it could take the whole town with it. I must say, it gave me a lot of gray hair on my game as there's three hill tiles right next to it and you can't really settle on any of them :(

Edit: make that four hill tiles. I would have definately put a city on top of the wines had the volcano not been there and another one even closer to the Germans to soak up all their attacks.
 
lurker's comment: The problem with Buce's northern red dot is that it's right next to a volcano (hard to see with those graphics though) and if it goes off it could take the whole town with it. I must say, it gave me a lot of gray hair on my game as there's three hill tiles right next to it and you can't really settle on any of them :(

Edit: make that four hill tiles. I would have definately put a city on top of the wines had the volcano not been there and another one even closer to the Germans to soak up all their attacks.

lurker's comment: Sal is right, the poor graphics fooled me; however a city 2S, 1SW, may have the same effect, particularly if you leave the garrison outside the city - the AI can't resist an empty city. Once they are drawn there, the garrison is moved inside of course. Rinse and repeat.

Edit: That said, the Volcano has already erupted once, and when it goes off next time, there would only be a 12.5&#37; chance of toasting the city; you may consider that a worthwhile risk in the short-term.

Edit again: Actually, my maths is wrong, it's an 11% chance.
 
Just keeps getting better, doesn't it? Atlanta's gone, and we have two armies. :D I do have some bad news, though: I need to be skipped until further notice. Work's really busy right now and will probably remain so until just before Christmas. I really hate having to skip this one, but I just don't have time right now. I'll lurk, of course, and I'll contribute to strategy discussions as well.
 
@ Bucephalus's Volcano: Worthwhile if it's not on one of the turns when all the troops move back into the town. But you'd have to be past that point when the volcano re-explodes.

I think I see a problem up north. A swordsman has ended its turn next to the Babylonian town AND a stack of barbarians. (On the NW,SE axis). That's bad. Not that there may have been another way to know, but still.
Good thing about this: You know where the barbs are and possibly how to avoid them.
Bad thing: You'll probably lose the swordsman either immediately, or after the babylonian town is attacked. If attacked, you could either lose, or win and be damaged. Then the barbs may attack you because of that. Luck may help though.

HnS needs to be changed. Catapults are cool. But for the army defense to be effective, you need a barracks. Imagine how sad the AI will be when it whittles your army down to 1 HP only to find it back to 13 (or whatever it is). Even if it won't be sad, you'll still have beaten a load of troops for free. In other words, switch the build to a rax. Wait one turn, then rush it. Leave a few vet/elite spears there to guard a possibly weakened army, and send the catapults there (if any) to Murmur. That should help against the MDI going there. Any extra spears should go there too. Bring out swords and archers to attack weakened MDI that are out in the open.

Horsemen should attack undamaged MDI that have a high chance of winning if the horses have a high chance of retreat.

Also, archers must not be disregarded. In addition to being an attack unit, they have the bombard on defense. That is vital to survival, unless you use a catapult. Note that you can't bring catapults to mountains, so....
 
lurker's comment: On a less doomed note, the blue cross spot misses the river by a tile, which I find to be a shame ... 1W wouldn't hurt it, and would also make the coastal river spot N of cow a viable option. Moreover, it makes one consider founding the red dot right on the horses, where it will attrack a LOT of fire on a hill city when you get there, which is a good thing because of the extra defense.
 
I think I see a problem up north. A swordsman has ended its turn next to the Babylonian town AND a stack of barbarians. (On the NW,SE axis). That's bad. Not that there may have been another way to know, but still.
Good thing about this: You know where the barbs are and possibly how to avoid them.
Bad thing: You'll probably lose the swordsman either immediately, or after the babylonian town is attacked. If attacked, you could either lose, or win and be damaged. Then the barbs may attack you because of that. Luck may help though.
Yeah, I take full responsibility for this screwup. The Bab town had just been settled, they must have dropped a settler off far enough into the fog. When I moved up next to the town I also unexpectedly found the stack of Barbs that was right there. I have a feeling that guy is a goner. On the plus side, it's not a settler+escort that we sent up there that is about to get attacked by 31 Barb horses. I think that would overrun even 2 escorts.

HnS needs to be changed. Catapults are cool. But for the army defense to be effective, you need a barracks. Imagine how sad the AI will be when it whittles your army down to 1 HP only to find it back to 13 (or whatever it is). Even if it won't be sad, you'll still have beaten a load of troops for free. In other words, switch the build to a rax. Wait one turn, then rush it. Leave a few vet/elite spears there to guard a possibly weakened army, and send the catapults there (if any) to Murmur. That should help against the MDI going there. Any extra spears should go there too. Bring out swords and archers to attack weakened MDI that are out in the open.
Excellent point on the Rax. Silly me for not seeing that one. That build should be switched immediately.

Horsemen should attack undamaged MDI that have a high chance of winning if the horses have a high chance of retreat.

Also, archers must not be disregarded. In addition to being an attack unit, they have the bombard on defense. That is vital to survival, unless you use a catapult. Note that you can't bring catapults to mountains, so....
Good point on building different unit types. A couple times I wished I had an extra Horse around to be able to finish off a redlined unit and not be left out in the open, but it seemed every time it was time to build something, I felt like we needed some spears to defend our future cities or swords.
 
lurker's comment: On a less doomed note, the blue cross spot misses the river by a tile, which I find to be a shame ... 1W wouldn't hurt it, and would also make the coastal river spot N of cow a viable option. Moreover, it makes one consider founding the red dot right on the horses, where it will attrack a LOT of fire on a hill city when you get there, which is a good thing because of the extra defense.

lurker's comment: Missing the river is a shame, but to put it next to the river would have it sharing too many tiles with H&S, particularly if it was to house the FP; and the Red dot is placed on a hill already. However, the principle remains the same whichever hill is used, and that is to draw troops away from H&S to a better defended city.

Edit: Although, settling on the Horses means encroaching on AI city territory. Doesn't that introduce a flip-risk?
 
Flip risk = null when you are defending it. I'd suspect you'd put in a ton of troops so that it wouldn't matter anyway.

Also, I should have mentioned this, but I think the horse pillaging thing has to not work. At least, it can only work up to a certain point. When the AI has a bunch of roads, then it can't work. But if it's got a few spindly ones, then this strategy can work. (Especially with horse retreats). But after all, horses are not the best option for pillaging. Defensive units would be easier, though slower.
 
It all looks pretty good. Americans and Germans fighting is great.

I think building some new towns for a more defensible front is the way to go. HnS isn't so bad as they attack across a river but the jungle makes doing anything with the units quite awkward. A town on or near the Horse would take most if not all of the Hittite attention and help both Murmur and HnS. I also like taking the Volcano risk. It gets us wines pretty quickly, lets YarYAr grow and be productive and gives us a more defensible front. The western city line looks great too. The faster we get those core cities productive, the better life is and it's hard to keep them growing when they are under attack.

Great news about the army CivA! Well done.

Archers are a good thing to think about. They are cheap and there's nothing wrong with longbowman. I had the same feeling about offensive units (I wanted more but couldn't seem to get them built). The spears are nice and we need them but they aren't that flexible a unit. Besides, turtling and hoping to survive isn't the most exciting strategy.:)
 
If we are carrying the archers along for defense only, do they need to be built in a Rax town? Or are we thinking there will be opportunities to attack as well?

Who's up? I think Norton is on skip so we are either up to D'Artagnan59 or back to CommandoBob.
 
Let's see if D'Artagnan59 can take it.

I know I have a church Christmas Production that will be demanding my attention each evening this week, until this Sunday night. Plus, perhaps turns in SGOTM 11. So my earliest date to get it would be next Monday.

D'Artagnan59, are you able to take a set of turns?
 
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