CBob01 AWM Training Day Game

Well, here it is. I don't think it went badly all and all

Long term goals: assist the enevidable march of historical materialism through a Russian peasant revolution, sparking a world-wide dictatorship of the proletariate (you can't say Lenin didn't think big)

Midterm goals: irrelevant to this set

Shortterm goals: Survive! and get stronger: defend, build more units and try to get the capitalist and reactionary dogs out of our territory.

800 BC Turn 88
OK, did a little tour and things stand like this:
YarYar (spear in 9): 4/4spear an walls
SSP (walls/spear in 5): 2 3/3 spears
MM (Sword in 3 or spear/arch in 2): 4/4 spear
IH (Sword in 2 arch/spear in 2): 3/3 spear, 4/4 sword
RR (sword in 2 or wasted shields): 2 4/4 swords, 4/ spear, 3/3 arch, 5/5 war, scout
YakYak (arch/wall/spear in 7 sword in 17): 3/3 spear and 2 workers

RR has 2 3MCs in range 2/3 and 1/4 (hittites)
YarYar has a US 4/4 archer and 2 3/3 Ger archers in range with a 4/4 sword and 1/4 archer 2 turns away
in addition there are 5 Barbs 2 away from YarYar and 1 2Ts away from SSP
3/3 archer (Hitts) 2Ts away from MM or IH

So change some builds:
YakYak changes to archer as it is cheap and he could get to vetran while I don't want to be in a position to get a 3/3 spear to vet. Changing to a worker would waste shields and I figure offensive units can't hurt us.
MM changes to an archer because it is cheap and adds some defensive punch. After that it'll change to walls.

Wake RR sword and attack 2/3 3MC which runs.
Send both 3/3 spears from SSP to YarYar. If we are going to lose a city, I would rather lose SSP and I think I can reinforce it before the Barb gets there.
up the lux slider to 30% (-3 but 55 gold)
Send the 5/5 war from RR over the river

1 beer, 2 smokes and 40 min later, and I'm ready to play my first turn.
Pray to the RNG gods and hit return

IBT Ger archer attacks YarYar and dies. Our spear only loses 1 hp
Southern 3MC chariot runs back to the city, the other one runs toward the horses and the Hitt archer moves in range of both MM and our spear escort.
Hittites want to chat but can't

775 BC Turn 89 (1)
Kill the Hittite archer with IH's sword
5/5 war goes to defend IH
Send new MM archer SW of YakYak
Both workers go to the sugar NW of YarYar
Roaming sword in the jungle moves W
Our settler won't get the horses if it settles. Not sure what to do but figure a bird in the hand is better than 2 in the bush at this point so start him and the spear on the trek to the southern horses.

IBT Ger sword dies against our vet spear at YarYAr
3MC dies against our archer (4-0)
2 3MCs move towards RR

750 BC Turn 90 (2)
IH and RR build swords
Defend MM with the 3/4 sword
archer moves N across the river
Workers start irrigating sugar
Spear moves to defend SSP
Settler and escort keep going toward the horses
RR sword attacks and kills Hittite archer to the East but is redlined
We now have a US 4/4 archer and a 3/3 Ger one next to YarYar with a 3/4 Ger arch healing on the Mt and a 3/3 Us one 2 away.
Scout moves N of IH to draw fire and try to sneak through (forgot to do it earlier)

IBT 3MC dies on RR's spear (now 3/4) (6-0)
4/4 Ger archer moves to the Mt S of YarYar

730 BC Turn 91 (3)
archer moves to SSP and the 4/4 spear continues on to YarYar
1/4 spear moves back to RR
Scout moves back to IH and the settler pair crosses the river
Sword (that attacked the 3MC) moves to the jungle E of RR

IBT Ger 4/4 archer kills our 4/4 spear in YakYAk (6-1)
2 4/4 Ger swords move towards YakYak
Learn Math and start on Construction

710 BC Turn 92 (4)
MM builds spear (forgot to change). Switch to rax as it is not in danger and we need good units (6 turns)
Send MM sword across the river to go help out YarYar
IH sword kills Hitt archer (no loss) (7-1)
Switch SSP to a spear 'cause we need the MP and send the archer to YarYar (lux up to 30% again and -3gpt)
sword reaches RR
710 pic

IBT 3MC attacks RR and dies
US archer attacks YarYar, spear redlined but now Elite (9-1)

690 BC Turn 93 (5)
YakYak builds archer and start worker. Send the archer across the river
SSP builds spear and starts walls (lux down to 20% +1gpt)
IH sword back home
SSP welcomes spear
Scout moves to the Gold near IH trying to sneak through but sees a 3/3 archer

IBT 2 Ger archers and a sword attack YarYar. All die and one 3/3 spear is now a vet
3MC dies on RR's spear (13-1)
lose scout (13-2)

670 BC Turn 94 (6)
Decide to move the 3/3 archer to MM as police
SSP swords attacks Ger 2/4 archer and kills him but redlined (14-2)
Send YarYar 3/3spear to cover him
Found Halifax (sorry, couldn't think of anything creative but it's eastern and coastal so I named it after my hometown:dunno: )
workers move to road new city

IBT Yank archer attacks spear ans sword on Mt and dies (15-2)
Hittites move 3 more 3MCs near Aleppo

650 BC Turn 95 (7)
IH builds Sword, fortifies and switches to a quick spear (because our one vet spear is doing so well against the 3MCs it would ensure the saftey of the city and free up some units)
Sword and spear move E off the mt to the road

IBT 2 3MCs move next to RR and the other 2 with an archer move around the Mt

630 BC Turn 96 (8)
RR builds a sword
hurt spear and sword move to YarYar and fortify
Attack on 3MC and sends him running
3/3 archer leaves YarYar and moves to SSp to get some experience against the Barb

IBT some shuffling around. A 3MC moves past RR towards MM

610 BC Turn 97 (9)

RR sword attacks 3MC and dies leaving it at 2/4 (15-3)
RR sword attcks 3MC again and sends the other one running
RR sword attacks avance 3MC accross and dies redlining it (15-4)
IH sword moves to reinforce RR
MM archer kills advance 3MC (16-4)
SSP archer gives up one the BArbs, heads to MM and the lux goes up to 30%
RR sword attacks thh last 3MC and sends him running. All 3MCs that I can see are now redlined.

IBT 3MCs run away and a Ger war and archer (3/3) are now on the Mt S of the wines

590 BC Turn 98 (10)
YakYak buils worker and switches to sword (don't really know what to build but it'll take some time so it can be switched). Moves to the second sugar.
archer reaches MM and lux down to 20% (+1)
Sword moves back to RR and the others fortify

So there end my turns. Not bad, we are pretty much in the clear. Don't know what those Kraut units and the hills and Mts provide them quite a bit of defense. IH is about to make a spear but that can be changed to a sword easily enough.
The final kill/loss ratio was 16-4
I was pretty focused on war so probably some builds should be changed and maybe some MMing done (honestly, I didn't do any:blush: )
I'm not sure if I put the city in a good place but it is protected by jungle so 3MCs can't get to it EDIT (I think). A sword should be able to hold it against archer attacks.
Don't worry about the Barbs, they're confused and just move back and forth but could be good experience building if we get some breathing room.
Construction in 11
Our unit count is:
3 workers
1 warrior
3 archers
11 spears
5 swords

All criticism welcome
Oh yea, if we could get a sword or two on that mountain with our fortified spear it would go a long way to keeping the 3MCs away from us and killing them after they run.

CBob590.jpg
 

Attachments

I'll be back with some more in depth comments after I download and read these sets over lunch, but what's the roster look like? Am I still up next or is D'Art back?
 
lurker's comment: Nice going there ... you guys survived ;)

Don't build reg units ! you're asking for unit losses. If you make something out of a barrack-less town, make sure it's just a MP or a catapult.

You'll want to post some unit, a warrior or an archer, on the horses permanently. This will keep them fom harrassing Halifax... too much. A road W of Halifax would be great for logistics too.
Phaedo said:
Oh yea, if we could get a sword or two on that mountain with our fortified spear it would go a long way to keeping the 3MCs away from us and killing them after they run.
Make that horsemen, swords would be sitting ducks on the grasses.

Keep up the peasant revolution :thumbsup:
 
Yay! Nothing bad happened. And that new town needs a walls. If you settle NE of 'YakYak' as you call it, then that town would be safe. Maybe on the gold hill?

Slight comment: You've irrigated a sugar but don't plan to switch to monarchy; that wasn't too helpful.

Silly St. Petey's needs a bit more defense.
 
Good set, Phaedo! The tide may have turned (of course, it might turn again, too). From now on, SSP should probably build cats, MM can build swords/horses and cats, and RR and IH should build swords and horses since they're each producing 6 spt (not ideal for 20-shield units). Barracks in the other cities. Looks like construction's due in 11 turns; with a little rearrangement of citizens in MM and RR, we can get that down to 10 (i.e. by moving them to higher-commerce tiles with the same shield output). We should also try to get a worker or two over to the wines near YarYar and post a couple of spearmen on those wines so they don't get pillaged again. Speaking of workers, a couple more would be helpful as long as we have enough units; maybe MM could produce one after it grows again, but no more from SSP since that city won't be useful for cats afterward and will take a long time to grow back to 3.
 
The RNG seems to be running favorably for a turnset, then unfavorably for a turnset. Of course this does not bode well for the next player ;)

I agree with BeF in that if we are going to station units on Hittite Mountain to pick off retreating 3MCs, they need to be fast units so they can retreat back to the safety of the mountains - we cannot allow units to get isolated, especially we are going to roll a bad RNG.

Let get some cats out of SSP. That and some horses should help improve our loss ratios a bit.

I just reread the sets again and noticed the Germans have swords. Tribute is right, I think we need more defense in the North.

Research path after Construction?

Let me know if I am up next.
 
CivActuary said:
Research path after Construction?
Probably map making; philosophy's pretty useless, we don't have enough corruption for courthouses (and can't afford the 80 shields anyway), and it may be a while yet before we switch to monarchy.
 
Haven't heard from D'Artagnan59, so I assume he is still ghosting.

Roster:
  • Aabraxan
  • Phaedo - just played
  • D'Artagnan59 - ghosting
  • CivActuary - UP!
  • Norton II - on deck
  • CommandoBob - warming up
 
Got it. Anything else we should discuss? I will most likely start playing tonight, though finishing might not happen.

Long Term Goals: Unchanged. All their bases belong to us.

Intermediate Goals: Force the Hittites to regenerate themseleves on Elba or somewhere, while holding off the Germans and Yanks.

Short Term Objectives for this turnset:
Survive
Finish researching Construction in 11 (check on getting that to 10), start on Map Making.
Reconnect wines and defend them with spears - we need the lux to be able to reduce the slider.
Build some horses.
Cut a worker from MM once it grows to 8 (since we don't want the granery to empty)
Shore up the defenses in the North to allow us to embark on campaigns of conquest in the South. (Note I do not expect to change over into offensive operations just yet, not during the Hittites GA)
Build some catapults in SSP and other no-rax towns.
 
I've been out of pocket this past weekend and will be busy tomorrow being an Election Judge and haven't had time to open the saves. So, just from logs and screen shots, here is my input.

Mainly, I think we are doing well. We lost a city (OneHorseTown) that was poorly defended. We lost only one city. We lost our wines. We lost some workers and of course some units. We have taken some hits, but we are still strong and we are still in this game.

We also have out lasted the Hittite Golden Age, so we will see fewer 3MCs. The Bab's GA could be triggered by their UU, the Bowman (?) which is a super longbow. German and American UUs are not an issue. They will be dead long before they can build them.

Our military is growing in numbers and quality. If we are not building just veterans we need to. Let cities that lack barracks build bombardment units (catapults, trebuchets, cannons, etc) or workers.

We have 11 spears and seven cities. YarYar needs at least two vSpears, maybe as many as four vSpears, since we plan to only defend against Germany for a while. YarYar needs some offense, too, but it's primary mission is to impale German units on its walls and spears.

Across the empire, since we are rather small, I think we need at least a spear in each city, in case any fast movers sneak past the outer forces. And to help with happiness too, until we get a luxury connected.

The Hittites are still our first target, right? So we need to decide which luxury to connect: the wines near YarYar or the spices between Rowdy Rostov and the Hittitie city of Hattusha. I favor the spices since our plan is to expand that direction. This way we get another city down south and a jumping off point for further expansion. This will not be as fast as connecting the wines, but will probably be safer in the long run, since it will shortly be deeply inside Russian borders. In the short run, we will need to road one grassland tile (3WT) and one jungle tile (9WT) so we will need to protect the worker(s) while we fight the Hittites. This city would be on the Pink Dot, if my memory is correct.

After we get enough interior vSpears we need to settle the North East, if for no other reason than to get rid of the barbarians. However, we also need to deal the Blue-Green Boys. I think we can do both at the same time, if we are careful and don't over extend ourselves. One way we could do this is to try and maintain a 1:1 ratio between North East cities built and Hittite cites captured/razed. Not sure if that is workable, but it does allow us time to build up our military as we expand. I don't want us to get into a position where we can capture cities but not hold them.
 
Thanks for the props guys:D

Tribute said:
Slight comment: You've irrigated a sugar but don't plan to switch to monarchy; that wasn't too helpful.

You are absolutely right. i don't know what I was thinking (I gues I wasn't :twitch:). The next player should check on that worker on the other sugar. I may have made the same mistake twice:eek:

I should have thought about the cats too. I guess I was so gung ho to defend I had tunnel vision. I may have built too many spears too. At least that IH spear can be changed to a sword with no loss
 
Phaedo said:
Thanks for the props guys:D



You are absolutely right. i don't know what I was thinking (I gues I wasn't :twitch:). The next player should check on that worker on the other sugar. I may have made the same mistake twice:eek:
Nope, but you are roading a tile with two non-industrious workers. :nono:

Phaedo said:
I should have thought about the cats too. I guess I was so gung ho to defend I had tunnel vision. I may have built too many spears too. At least that IH spear can be changed to a sword with no loss
It's all good. I forgot about walls during my turnset because I never build them in regular games, and cats aren't too useful when your strategy is to build a bunch of horsemen and blitzkrieg the enemy, which we can't really do here. We'll have some cats ready soon enough.
CommandoBob said:
We also have out lasted the Hittite Golden Age, so we will see fewer 3MCs.
Not quite--still 10 more turns, so CivActuary's gotta deal with it, too. I don't. :evil: Good luck to CA, by the way.
 
Quick update - Started, not done yet.

Norton's right - that whole thing about seeing fewer Hittites? Um, Not. MAJOR Hittite offensive operations underway, no chance for us to switch over to offense, I may have trouble even holding the line if this keeps up. They are bypassing RR and gunning for the interior. Halifax is under attack too and it may not hold either. Someone really doesn't want us to have horses. There's a whole line of them, a lot of singles too, so I am loath to attack them with swords lest I get isolated and picked off.

@Phaedo - no worries on the worker on the other sugar, he had not started anything yet. ;)

Thanks for the luck, think i'll need it.
 
Here we go

Objectives were posted above.

OOB:
3 Workers
1 Warriors (e)
3 Archers (2r/1v)
11 Spearmen (8r/2v/1e)
5 Swordsmen (5v)

State of the Empire:
Mosaic Moscow (7) grows in 9, vSword in 2
Yakkity Yakutsk (1) grows in 1, rSword in 15
Iron Hill (5) grows in 3, vSpear in 1
Halifax (1) grows in 6, vArcher in 16
Silly St. Peteys (3) no growth, rSword in 8
Rowdy Rostov (5) grows in 6, vSword in 3
YarYar (2) grows in 20, Rax in 13
Construction is due in 11 turns, we are +1gpt with 41g in the bank.


PreFlight:
Rearrange some citizens in MM and RR and Construction now in 10, still +1gpt (Good eye Norton!)
SSP changed from rSword due in 8 to Catapult due in 5.
YakYak changed from rSword due in 15 to Cat due in 10
Halifax changed from rArcher due in 16 to Cat due in 16
Take Tribute's advise and wake vSpear in YarYar and send to SSP. Need more defense there.

Decide against sacrificing the cat in my lap to the RNG gods, will sacrifice some of those ants in my kitchen instead. Click enter.

IBT
Bab eBow and vSword appear W of Hattusha. They look to move to Halifax.
German Archer/Warrior combo moves to YarYar mountain, another German Sword appears.
Wounded Hittite 3MCs retreat to Aleppo, replaced by the 2 fresh ones, 2 more sighted S
IH: vSpear --> vSword (due in 7).

570 BC Turn 99 (1)
Not sure where that vArcher NW of Halifax was going, so send him to Halifax. I'm worried about the safety of that city.
rArcher fortifies in MM on MP duty
Worker begins to mine the other sugar, as irrigating is useless in despotism.
vSword that was awake in RR moved toward Halifax. Definitly see the need for a road through the Jungle.
vSpear fortifies in IH. THis means he will get attacked first now instead of the VSword.

IBT
Bab eBow and vSword move onto spices - moving for Halifax
German Archer/Warrior combo moves E to threaten SSP. Sword still in mountains.
2 Hittite 3MCs move next to RR, 1 close behind S , 2 more S of that
Horses hooked up.
MM: vSword --> vHorse (3). Get a fast attacker.

550 BC Turn 100 (2)
Change RR Sword to Horse due in 1
Change IH Sword to Horse due in 4
New Sword from MM moves toward Halifax
Sword from IH arrives in Halifax
I debated about this, but since there is only 1 attacker left in the N, I will let the Krauts impale themselves on our walls instead of getting stuck in the open trying to kill only 1 of them.
Since they are stacked, attack v3MC with vSword out of RR, lose 2hp but win (1-0).
Workers move to sugar to stack.

IBT
Babs move onto other spices, definitely headed for Halifax.
German Archer attacks SSP, dies (2-0). Our spear now elite.
German Warrior pillages the road btwn SSP and YarYar. Last mistake he'll ever make.
3MCs bypass RR, headed for MM or Halifax, looks like. There are now 5 around RR with 2 more on the way.
2 more Hittite Archers on 1st spices.
RR: vHorse --> vHorse (5)

530 BC Turn 101 (3)
Attack German rWarrior with vSword out of YarYar, lose 2hp but win. (3-0)
(stopped for the night to ponder the best strategy)
Attack r3MC stack with vSword, it retreats
vHorse attacks r3MC in open, wins (4-0). We scurry back to RR.
Workers help with sugar mine

IBT
German vSword fortifies
Babs move next to Halifax
3MC attacks RR, redlines and retreats.
3MC pulls back from MM, (probably because I took out his support with our horse) attacks RR, dies (5-0) Our spear redlined.
3MC attacks RR, dies (6-0) Our sword redlined.
Germans building Temple of Artemis. Good for them.
I'm surprised. Last night I was sure they were coming for MM.


510 BC Turn 102 (4)
Fortify 1/4 Sword in RR
Northern Sword moves back toward YarYar to heal.
Attack Bab eBow with vSword. Knock a couple hp off, but die (6-1). That's trouble.
Attack Bab eBow with vSword. Win with no points lost. (7-1)

IBT
Bab vSword attacks our vSword in Halifax. We win! (8-1)
3MC attacks RR and kills our stout Spearman (8-2)
3MC attacks RR and dies while redlining our Sword (9-2)
3MC attacks RR and dies while redlining our Horse (10-2)
2 Hittite archers now E of RR, 1 S, another 1 on Spices. 2 more 3MCs coming as well.
Yank settler/spear on gold hill W of IH. What's he at?
MM: vHorse --> vHorse (3).
SSP: Cat --> Cat (5)

490 BC Turn 103 (5)
Cat moves toward YarYar
New Horse from MM moves to RR
vHorse in RR attacks Archer S, wins, no damage (11-2). We run back to RR.
Wokers finish mine and road sugar
YakYak cat now in 3, grow in 4. We could probably squeeze a worker out of this city in a little bit.
rSpear in IH moved to RR, since we have no spear there now. Going to need to build some more.

IBT
2 more rBab Bowmen coming in
Hittite rArcher attacks RR, dies (12-2), other fortifies (probably waiting for his buddy)
3MC moves within range of RR
Yank settler/spear moves NE.
IH: vHorse --> vSpear (3). IH is now at 7spt, not good for a 30 turn unit but good for a 20 turn unit.

470 BC Turn 104 (6)
Cat arrives in YarYar. 3 Spears, a Cat and a Sword up here now.
All 3 workers move to grass worked by Halifax, which has grown (cat in 5).
New Horse moves to RR.

IBT
Babs request an audience. Our reply - Nuts!
Bab rBows move to second spices on way to Halifax.
3MC attacks RR, dies (we are redlined) (13-2)
Yank settler/spear disappears into Atlanta, but 2 rArchers appear.

450 BC Turn 105 (7)
Workers begin mine
I can bump sci down to 50% and still get Construction in 3, we are +8gpt

Take a break. Go and vote :)

IBT
Bab rBows move next to Halifax.
3MC attacks RR, kills a vSword (13-3)
3MC attacks RR, dies (we are redlined) (14-3)
Hittite Archer attacks RR, dies, our Spear promotes to Vet (15-3)
More Hittites move in range
Yank archers going for IH
MM: vHorse --> Worker (1). MM will grow in 1 as well.
RR: vHorse --> vSword (5) since we've lost a couple.
YakYak: Cat --> Cat (5)

430 BC Turn 106 (8)
Cat moves into Halifax
eSword from Halifax attacks rBab Bow and dies (15-4) :mad:
vHorse from MM moved to Halifax
vSword from RR attacks 3MC stack, retreats one
vHorse from RR attacks 3MC and kills one (16-4)
vHorse from RR attacks Archer, retreats without taking a hp off
rArcher from RR attacks Archer, wins, promotes (17-4)
vHorse from RR attacks final 3MC, wins with no damage (18-4). Run back to RR.

IBT
Bab rBow attacks Halifax, dies (19-4) (Having the cat here pays off!)
Bab rBow attacks Halifax, dies (20-4)
3MC attacks RR, dies (21-4)
Hittite Archer attacks RR, dies, our spear now elite (22-4)
2 Yank Archers next to IH
MM: Worker --> vSword (3)
IH: vSpear --> vSpear (3)

410 BC Turn 107 (9)
Worker stack roads the grassland being worked by Halifax.
I change the Halifax build from a cat due in 1 to Walls in 1. We've gotten a couple of close calls here.
vSword from IH attacks one of the Yank rArchers, wins (23-4)

IBT
German Sword back on the move, to YarYar Mtn, archer appears on wines
Yank settler/spear reappears, they are headed N of Atlanta toward that volcano. Archer next to IH fortifies.
2 3MCs now E of RR
We learn Construction, start on Map Making (9)
SSP: Cat --> Cat (5)

390 BC Turn 108 (10)
New cat from SSP moves toward MM
Cat in YarYar fires, takes a hp off the Kraut vSword on the mountain
Single worker begins roading a previously mined grassland outside MM

I'm going to stop there, I'm exhausted. The stack of 3 workers has not moved yet, Norton, they need a task, but I can't think straight at the moment. The single worker roading may/may not need cover. There are 2 3MCs next to RR as well that should impale themselves next turn, but I've lost enough Swords for the time being to attack.

Ending Order of Battle:
4 Workers
1 Warriors (1e)
3 Archers (1r/2v)
12 Spearmen (6r/3v/3e)
3 Swordsmen (3v)
5 Horsemen (5v)
3 Catapults

State of the Empire:
Mosaic Moscow (7) grows in 6, vSword in 2
Yakkity Yakutsk (3) grows in 9, Catapult in 3
Iron Hill (6) grows in 13, vSpear in 2
Halifax (2) grows in 16, Catapult in 7
Silly St. Peteys (3) no growth, Catapult in 5
Rowdy Rostov (6) grows in 8, vSword in 3
YarYar (2) grows in 10, Rax in 4
Map Making is due in 9 turns, we are +1gpt with 70g in the bank.

End Notes:
I hope I didn't alarm anyone with my prior post, I may have overreacted when I first saw those 3MCs not attack RR and go for the heartland, and with the Babs going for a relatively defenseless Halifax. I stopped there last night and was imagining doom and gloom half the day.

We lost 4 units and killed 23. I felt I could have done better though. 2 of the losses were in the onslaught of 3MCs against RR, not much I could have done there (I shudder to think what would happen without the walls). But I attacked twice out of Halifax with vSwords and lost, and in the process triggered the Babs Golden Age. Sorry about that. It's easy to second guess myself, but since they attacked the turn after and died against our spear (but with no walls, which is what made me nervous), well, hindsight 20/20 blah blah. I thought it was the best play to avoid a loss by attacking, but I was mistaken. We are also down to 3 Swords but will have a couple more in a few turns. I may have built too many horses, now that I look at it, I probably should have switched one of those to a Sword.

Like I said, the 3 workers need jobs. The jungle between RR and Halifax needs a road, but with those 3MCs there I dare not move the workers any closer.
I did not attack anyone on the final turn either. I lost enough Swords for the time being.
What bothers me is that I spent no time on the initiative. All I did was react to other moves. That should change soon. I hope the Hittites have spent themselves.


Here's the file
>>FILE<<.
 
Got the save. Not too shabby. Too bad about initiating the Babs' GA; they look to have expanded a bit. Still, we have to take the initiative soon and attack somebody. I notice we have a few horses within striking range of Aleppo, but maybe we should assemble some swords instead and rely on spears, horses and cats for defense. 10 swords and a spear or two ought to be enough to hit the Hittites (you know I had to say it). As for the workers, I think I'll have them mine that sugar and then move toward the wines to reconnect them. A settler or two might be useful as well, to fill in the land after we raze Aleppo and Hattusha. What have the Hittites been doing in that city, anyway? It has two cows in its radius, yet it's still at size 1. Have they been sending out settlers or pop-rushing units?
I'll probably play my set Thursday or Friday; any recommendations before I begin would be appreciated.
 
Norton II said:
Got the save. Not too shabby. Too bad about initiating the Babs' GA; they look to have expanded a bit. Still, we have to take the initiative soon and attack somebody. I notice we have a few horses within striking range of Aleppo, but maybe we should assemble some swords instead and rely on spears, horses and cats for defense. 10 swords and a spear or two ought to be enough to hit the Hittites (you know I had to say it). As for the workers, I think I'll have them mine that sugar and then move toward the wines to reconnect them. A settler or two might be useful as well, to fill in the land after we raze Aleppo and Hattusha. What have the Hittites been doing in that city, anyway? It has two cows in its radius, yet it's still at size 1. Have they been sending out settlers or pop-rushing units?
I'll probably play my set Thursday or Friday; any recommendations before I begin would be appreciated.
I agree about taking the initiative. I was getting tired of simply reacting, but I didn't feel like it was safe enough with all the units coming in each turn. I didn't build any settlers because I was concentrating on defense, but I did squeeze a worker out of MM, which, at 10spt, is currently on a cycle of build 2 30 shield units and 1 worker every 7 turns, staying at size 7. Any larger and the lux slider needs to go up.

YakYak could be switched to work the flood plain and I bet you could get a worker or settler out of there.

In addition to reconnecting the wines, that road needs to be reconnected between SSP and YarYar while the worker team is up there. Sorry about that. The problem there was that the top unit of the German stack of 2 that was up there was the Warrior, not the Archer. If I attacked with our only offensive unit, it would have beat the warrior and left itself open to counterattack by the archer. I actually expected both units to attack our cities and was surprised when he pillaged instead. Again, hindsight, I might have done that differently. Which also reminds me - we need a couple more offensive units up there for counterattacking and the like. Again, I diverted most all the reinforcements south.

If we have a different thought about our research path, now is the time to discuss. No beakers have been invested in Map Making yet. We also have enough gold you could run negative for a couple turns if you want. I probably would if I was up next.

The Hittites. I didn't see anything but attackers coming from their cities. All the 3MCs looked like they came from Aleppo. Their archers were coming from Hattusha. If they have been pumping out settlers they sent them south, which they might have, we cannot see that city proper. Otherwise, they were rushing military. One other possibility - since that is also where the Bab units were coming from, maybe their workers had not had a chance to improve those cows yet if Bab units were on them?

Sorry about the Babs GA again. Hopefully they won't pester you too much with their super archers. I was afraid their elite bowman would win attacking our city, and decided to take the tactical initiative and attack him first. Probably too rash on my part.
 
All in all, it looks fine. Your kill ratio looked fine and you didn't lose a city and three workers, unlike somebody who shall remain nameless . . . . And for obvious reasons, I'm certainly not going to cast any stones about accidentally triggering a GA. It happens.

You may not have been able to put us on the offensive, but it looks like we can begin to turn the tide (fingers crossed).

Tech wise, I don't really see any need for galleys at this point, but unless we want to start our march towards monarchy, I wouldn't know what else to research.
 
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