CBob01 AWM Training Day Game

We have a number of choices and some serious challenges so getting game plan we all agree on is probably a good idea.

I'm all for settling the NE, as it will give us the Unit upkeep and some extra research. Just be aware that we were warned of a "massive barbarian uprising" up there so you will have to defend against at least 8 Barb Horses. This is monarch so they aren't too tough but you may need more than one spear to cover the settler.

Also, There is an MI that popped out of Hattusha who is now healing. Hattusha also has a galley. When you look at our eastern cities, an MI dropped off on the east coast would be quite a problem for us. I don't know if that means we should take Hattusha or leave it and defend against the threat but I thought you should know it

Hope it helps:)
 
Ooh, barb horses. These are scary, indeed. However, the AI gets massive luck against them. Chances are that some AI troops will clear them out soon. If not, just leave your towns empty (if prudent). Note that this also advocates that you use up as much of the treasury as possible; hence, do negative research.

I'm sure you can maneuver yourself well enough so that the first town will take care of the horses. Two defenders for the first, and 1 for the rest should be enough. If the first doesn't take care of them all, send 1 from the first to the next pair, and so on. If they refuse to move, take them out slowly, 1 spear attack at a time (with two spears, 1 covering, 1 attacking+healing). Or use 1 spear+archer, whatever works.

Okay, there is a weakened MI in Hattusha. I suppose there's nothing you can do about that. If there's a drop, bombard it as much as you can with catapults. I believe a weakened galley retreats, so try to get the ship while following it along with catapults.

I'm not sure the troop number can allow for all the maneuvering I have suggested, but at least some progress can be made if you can pull it off. So good luck, and happy gaming.
 
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

Question:
Where is that catapult up N in between the 3 cities headed to?

Should the army raze Hattusha before moving up to the N? We probably do not have the power to replace right now but can eliminate that staging area.

Best spot to settle - Hill with Gold first? We'll need 2 escorts from somewhere.
 
lurker's comment: I think that you are missing a trick, guys. IMO, your' two Horsemen would be better employed pillaging foreign land; it doesn't matter which techs they have if they don't have the production capacity to build units, not to mention the damage it does to their economy, or their logistical capability. I suggest that you decide on who is the biggest threat, then go on a pillaging spree. If nothing else, it will cause them to divert units (over in Phaedo's game, I had five Dutch units running around after a pillaging Scout).
 
Question:
Where is that catapult up N in between the 3 cities headed to?

Actually it's not moving. It just bombarded a sword on the mountain but should probably move to YarYAr

Hattusha is a bit of an issue. If we don't replace it, we are just giving the Babs a couple of cows. I think we can replace it. There are 2 settlers coming and the army needs to heal a bit before it can take out the town. We can actually use a couple more settlers if we are going to populate the NE. You can't get the cats onto the action on Hattusha unless you build a road through that jungle. You have the workers and they could be covered by the army.

I'm not sure if there is a "best spot to settle". The gold is on the mountain so you'll have to settle next to it (or on the wines). Anywhere in the NE that is well placed and safe is a good choice. The wine city would take a bit of the pressure off YarYar and the Germans will be sending MI soon so mybe that's best and then focus on the NE. It's a judgement call though and I thikn it's yours:D

Good luck
 
lurker's comment: I have a question:

Is it permissable to open the diplo screen in AW? There is a comment that I would make, but it may be a spoiler if it's not permissable to do so.
 
As far as I understand, we can open the screen but we can't make a peace deal. I'm not sure if we can explore the possibility of peace to see what the AI has to offer or not;)
 
@Buce - from Arathorn's Guide to Variants,
Opening the diplomacy window to spy techs, cities, resources, etc. is allowed. Signing peace for even a single turn is prohibited.

So we should be able to spy all we want through diplomacy, or something like CAII is permitted.

As for the horses and pillaging, didn't Phaedo try to do something like that with the scout?


@Phaedo - The gold hill I was referring to was the one in the NE, next to the river. I was going to settle on that.
 
@CivActuary - gotcha, didn't see that on the screenshot I was looking at. that's nice and safe:). Im' not too sure, what's the deal with settling on the gold? Is it worth it or will we lose the comerce?

@Buce - the pillaging is a great plan. The problem is getting through the mountians and hills which kill the movement bonus and all those Germans and Yanks are crowded around the north of the lake mountains. If we send a horse or scout pair through the southern pass (via IT) and then up on the plains to hit the iron for a turn it could work. Regardless, an attempt at pillaging the Hittite or German iron hasn't been tried yet and would make world of difference!:D We are well set up to defend against swords, it's the MI that are scarey
 
@CivActuary - gotcha, didn't see that on the screenshot I was looking at. that's nice and safe:). Im' not too sure, what's the deal with settling on the gold? Is it worth it or will we lose the comerce?
It was my impression that commerce bonuses were kept if you settled on them.
 
lurker's comment: The thing is with pillaging, is that you don't even necessarily need to pillage resources (though it's desirable, if achievable). Pillaging mines hits production capacity; pillaging roads hits the economy (slower tech pace, lower unit support), and inhibits movement of troops; pillaging irrigation slows growth/ lowers population; and it occupies units, chasing Horses instead of attacking Russian cities.
And there is the added bonus of capturing, or at least disrupting AI Workers.

All of this versus the dubious fighting skills that they bring to the Russian battlefield; IMHO it's a no-brainer.
 
lurker's comment: Absolutely; with two Horses, you'll have them running around like headless chickens.
Great Idea. I wish I had thought of it (but I will remember it)!
 
lurker's comment: I started playing a game on my own from the 4000BC save. I hadn't read the thread beyond page 2 or so so I didn't get any spoiler info and I must say, for "only" being a monarch game it's very tough going. Russia must be one of the worst AW civs as expansionist is a horrible trait (scouting just leads to contacts=wars early and that's the last thing you want in an AW game). Scientific isn't great either as it won't help you one bit for the first 80 turns or so. Cossacks aren't very exciting either.

I used the scout only for popping the two N/NE huts (got gold and a conscript warrior) and then returned it home for disbanding. I think the biggest differences to your game were minimizing scouting in the beginning (I didn't meet the Americans until turn 40 or so and I just met the Babylonians, the year being 10BC) and minimizing the loss of troops. I haven't kept count but I can't have lost more than 7 or 8 units total so far. Towns on hills with walls and some artillery support make for fantastic "killzones". Spearmen are cheap and one of those in a walled frontline town on a hill can easily kill many times more than a horseman or a sword would in the open. You don't necesserily need that many catapults either as it's better to let the AI attack your cities (in the highlands area) than to attack them.

Anyway, AW takes a lot of time but it's also much more fun than "normal" games. And you keep on learning new tricks all the time. At least this game is not too easy :)
 
Almost done folks, I only have a couple more turns to go, but I was too wiped to finished them last night. I should be able to finish them up tonight.

I hadn't read the thread beyond page 2 or so so I didn't get any spoiler info and I must say, for "only" being a monarch game it's very tough going.
You ain't just whistling Dixie
 
lurker's comment:

I know this this is off-topic but I have a professional interest in words and phrases. Could somebody kindly translate this in to the Queen's English? :)
:lol: I guess I just throw these things around without even thinking about them. Translate as "you're not kidding around" or "Yes, I agree with that statement."
 
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