CBob01 AWM Training Day Game

Well done sir.

Definitely finish out the MA techs and go for Steam - RR'ing our land would make for more production to churn out military units. Does anyone have any reason why we should not leave the Middle Ages?

Is it true the Arabs have no iron or horsies? Nice.

And didn't Yul win the last Survivor, not Ozzy?
 
Nicely done! I agree with the others about researching steam power. I see no downside to being able to build more units and get them to the front faster. Hard to say beyond that, but it might be useful to research as far as RP to build the railroads faster and get artillery.
 
And didn't Yul win the last Survivor, not Ozzy?
Yul won the dollars and Ozzy got the car.

Ozzy's physical skills really amazed me, winning all those personal immunities in a row. And I just loved the way their Fantastic Four worked as a team. So many others would have just collapsed after losing two members and now being outnumbered two to one.
:salute:

(Plus, I knew how to spell Ozzy. Wasn't sure if the other name was YUL or YEWL. :crazyeye: )

Nicely done! I agree with the others about researching steam power. I see no downside to being able to build more units and get them to the front faster. Hard to say beyond that, but it might be useful to research as far as RP to build the railroads faster and get artillery.
I forgot about artillery being tied with RP. Infantry, yes, but we shouldn't need that. Faster workers, that could be nice overseas as we capture-rail-capture. If we don't build factories (discussion point) pollution will never be a problem, so we could ship most of our slaves and workers overseas.
 
Roster:
  • Phaedo - UP!
  • CivActuary - on deck
  • Norton II - warming up
  • Aabraxan
  • CommandoBob - just played
 
Got it. I'll try to post a pre-flight today but it may be tomorrow
 
After looking at the save, it would seem my goals are to continue exploring, fiish off the Americans and take those Aztec island towns.

Research-wise, push for steam.

It doesn't really look like a very exciting set but no worries. I'll get to it a bit later today.
 
We just learned Magnetism and I think the team decided on am infrastructure GA.
By the looks of the map, I think taking out the Romans first would be easier but I thought I should post the log thus far, and some screenies for discussion

Open the save and take a tour of our cities.
I changed a bit almost everywhere. When I had the chance, I chose beakerheads over tax and we now get Mag in 6 rather than 7

Hit return

IBT A galley survives a couple barb attacks

T1 1405AD
Lots of worker moves. Mostly getting water to corrupt towns
Moved caravel over to the Aztec continent to explore with the galley. Sent one back to the N island to transport the army back to our homeland
Moved a stack towards the Aztec town in the North on the Island and consolodated our force on the Yanks island

IBT A caravel surveved a barb attack and we finish the Heroic Epic
IH>court
Nowhere settler>wealth
Hattusas court>market

T2 1410AD
Bomb and kill an Aztec with an eSword and get another leader. What to do.. I guess an army is our best bet
Lots of worker moves.

IBT Caravel survives 2 Aztec galley attacks a galley survives a barb attack
H&S court>market

T3 1415AD
Kill an Aztec LB on the Island and take Temuin
Move a stack into American lands
Continue trying to circumnavigate the Beta continent

IBT Hattusha market>cossack
Settler settler>wealth

T4 1420AD
Kill an Aztec rLB on the North island
Worker moves

IBT
SSP musket>musket
RR cossack>cossack
YakYak cossack>cossack
WMoscow court>cossack
Lava musket>Lib

T5 1425AD
Tunr down the slider as we will have Magnetism next turn.
Explore a bit
continue to water and road
start some trimming around IH to be more productive
And...
deadamreicans.jpg


IBT We learn Mag
Ashur settler>wealth
Somewhere musket> cossack

T6 1430AD
Turn up the slider to get banking in 4. A sword dies to an arab archer. Kill the archer with a MI (N island)
Upgrade our caravels and load them with all the cossacks, a coupler of settlers and a couple armies
Upgrade some pikes to muskets
The invasion begins next turn

img_190.jpg


img_191.jpg
 
How far will our ships have to travel from Russia to attack Rome as compared to attacking the Aztecs?
 
Just from our continent, the Aztecs are about 12 and Rome as about the same with the island with 1 Aztec city on it. The big thing is that The Aztecs are all the way to the south and we have been massing our troops in the North. Without rails, it'll take about 12 turns for our settlers to walk down there. At the end of the day, I don't think it makes a difference who we attack first. We could take the island and use it as a staging platform.

The next question is, do you want me to start the GA now, or wait?
 
How do we compare in techs to the Aztecs and the Romans? What does our advisor say about how our military compares?

Are there any muskets being shipped over in the 1st wave? Or just armies, cossacks, and settlers?
 
I was planning on sending a few muskets with the settler. The army will keep anyone off our back for the turn after the landing and then the cassocks will destroy whatever is around with the army moving to cover them after. I'd like to leave some defenders behind but they may not even be needed if we raze enough cities on the turn after landing.

That being said, It will be turn 7 when they leave port so the players after me will be conducting the invasion. I'll put in whatever you guys feel you need.

We have 2 empty armies that will be heading over to our loading area and will be there in time for the 2nd invasion force.

We have 13 cossacks, 11 cannon (about 8 at the loading area), maybe a dozen trebs and 10 MI or so. If I were you guys, I'd want a GA now and just pump out cossacks, but that's me and they won't be my turns:).

They are all up Rep and Civalry on us. Rome has Banking and Aztecs have Printing Press. It looks like Rome may be looking to get out of the age first.

I'd have to open the save to check the Miltary Advisor and I have to get to bed soon, but Monty is spread out all over the map. Even if Rome has less units, his are all at home.
 
I was planning on sending a few muskets with the settler. The army will keep anyone off our back for the turn after the landing and then the cassocks will destroy whatever is around with the army moving to cover them after. I'd like to leave some defenders behind but they may not even be needed if we raze enough cities on the turn after landing.

That being said, It will be turn 7 when they leave port so the players after me will be conducting the invasion. I'll put in whatever you guys feel you need.

We have 2 empty armies that will be heading over to our loading area and will be there in time for the 2nd invasion force.

We have 13 cossacks, 11 cannon (about 8 at the loading area), maybe a dozen trebs and 10 MI or so. If I were you guys, I'd want a GA now and just pump out cossacks, but that's me and they won't be my turns:).

They are all up Rep and Civalry on us. Rome has Banking and Aztecs have Printing Press. It looks like Rome may be looking to get out of the age first.

I'd have to open the save to check the Miltary Advisor and I have to get to bed soon, but Monty is spread out all over the map. Even if Rome has less units, his are all at home.
Do either have cavalry?
 
Just from our continent, the Aztecs are about 12 and Rome as about the same with the island with 1 Aztec city on it. The big thing is that The Aztecs are all the way to the south and we have been massing our troops in the North. Without rails, it'll take about 12 turns for our settlers to walk down there. At the end of the day, I don't think it makes a difference who we attack first. We could take the island and use it as a staging platform.
I forgot that we don't have rails. And that our troop transports are up north and not down south. :crazyeye:

So, kill the Romans. Have fun!

On Science
If we get Banking in 4 we can probably get Theory of Gravity in 6. So about 10 turns left in the Middle Ages.

We might get lucky and be gifted Steam Power as our free tech in the Industrial Ages. If not, we should learn it quickly. And then head to Replaceable Parts for artillery, which we will need to take down the Aztecs Muskets so that our Cossacks can run over them.

On Warfare
I had considered a second front against the Aztecs, crossing from Staraya Russa and heading SW. But to do so means railing to Staraya Russa and getting troop transports down there too. I think we are better off making a great circle. That is, railing to Magnet Gork, shipping to America/Rome and then walking/railing to the front. This means two ferries between Magnet Gork and Bye Bye American Pie (BBAP), one leaving Magnet Gork loaded or even partially loaded and the other entering Magnet Gork empty. After arriving in BBAP things get fuzzy. We could put a city south of BBAP and ferry units to the Aztec island that Phaedo just conquered. We put a city on the north end, a city on the south end and rails between. We ferry from the south end to our port of entry with Rome (captured or built), and then we rail to the front lines.

But to make this work we will need at least eight troop transports. And we would need the sea distance to be four tiles or less at each ferry location. I don't recall the map that well, so this is very speculative.

The payoff is this: on the turn we built a unit it could be at the front lines. It would take some MM on our part, with a lot of loading and unloading of units, but it can be done. The biggest hurdle are the sea distances. And even here we can fudge a little bit, by learning Navigation and building Magellans Expediton, which will boost our sea movement by 1.

But I'll have to look at the map to see if this is just a pipe dream or not.
 
I just got up and have to get ready for work. I don't think we can get 1 turn transports until/if we get transports. We've got 5 gallions and I'm goign to rush a couple more. We'll soon have a good ferry

@Civ A: Aztecs have Mil Trad
 
I just got up and have to get ready for work. I don't think we can get 1 turn transports until/if we get transports. We've got 5 gallions and I'm goign to rush a couple more. We'll soon have a good ferry

@Civ A: Aztecs have Mil Trad
I'll check it when I get home. I'll play from my last save and just fog bust down south. (I didn't see a save attached.)

But Transports won't appear until about 4 techs after Replaceable Parts, so Galleons and Caravels will have to do.
 
I'll check it when I get home. I'll play from my last save and just fog bust down south. (I didn't see a save attached.)

But Transports won't appear until about 4 techs after Replaceable Parts, so Galleons and Caravels will have to do.

Yea, I didn't attach a save, sorry. I think Galleons will be more than enough and we can eventually get another ferry down south. I'll start the builds and once we are railed, the troops will go wherever we need them. If you look at the mini-map, the Aztec empire on that continent is actualy quite small. The Romans own the Lion's share.
 
CommandoBob said:
We might get lucky and be gifted Steam Power as our free tech in the Industrial Ages. If not, we should learn it quickly. And then head to Replaceable Parts for artillery, which we will need to take down the Aztecs Muskets so that our Cossacks can run over them.
Artillery will help, but I don't think we'll really need it vs. muskets. We can use cannons during the initial landing, and Cossacks can take out muskets on their own without excessive losses. Of course, we might have to stand on the defensive for a little while as the Aztecs throw everything they have at us, so artillery might be available by the time we're ready to advance again.
 
I've been thinking about it all morning and what I can figure out is that there are pros and cons of both. The biggest benefit of going after the Aztecs forst is that once we take the capital, we get Sun Tzu's, which will give us raxes in any cities we take or establish on the continent. The downside of the Aztecs is that they are far away and the mountains will make it slow (although it would give our MIs something to do while the cossacks run about).

We are much better set up for a Roman invasion so the logistics would be easier and the invasion would proceed faster.

I thought that if we sent the first wave against the Aztecs with a couple of armies, cannon and muskets, we could take the cap. The armies will hold off any atttacks while they head to the capital to capture it. Once taken, we can leave half the cannon and muskets in the city (with maybe 1 cossack) to hold the city. One army can plunder resources and roads while another can move with the rest of our cannon to raze cities (we don't need to worry about managing specialist farms on the other continent).

Meanwhile, the rest of our forces could set up a beachead and port city and proceed against the Romans. Moving armies first, then cossacks will provide plenty of defense and the beachhead city can be used to top up our armies.

The force on the Northern island should probably be left there to deal with any new settlers that arrive as the majority of the force that dealt with the Americans.

I may be able to set up the Roman port city but I won't get to the Aztecs in my set. I'd like Norton or CivA to sign off on this plan as they will be the ones implimenting it.

@Norton: If there is anything you would like to see in place for your set, let me know and I'll try to hook you up.
 
The Great Circle Plan

This is what I called an idea I detailed earlier today about how to ship units overseas once we got rails. It went like this:
  1. New unit rails to Magnet Gork.
  2. Loads a caravel/galleon.
  3. Sails to Bye Bye American Pie.
  4. Rails to a new Russian city on south coast of America.
  5. Sails to a new Russian city on the north side of Tula Island.
  6. Rails to a new Russian city on the south side of Tula Isand.
  7. Sails to a new Russian city on the north coast of Rome.

And all of this happens on one turn, all movement by rails, loading and unloading in cities, so that when the unit reachs the north coast of Rome it still has full movement.

It almost works as planned.

However, Rome is just too far away from Tula Island.

1400 AD Tula Landing Spots
1430AD_TulaTrimmed.jpg


The small green dot is the new Russian city of step #6.
The blue squares are six movement points away from that city. One of them is a city, which is great for us. The northern blue square is just a coastal tile.

Capturing the city will still leave our new units at sea for one turn. We will need a naval defender or two stationed along the route to protect our troops as they spend that turn at sea. On this leg of the journey we would need three ships to carry troops in order to always have fresh reinforcments.

This will take a while to set up but we will need something like this once get started beating up on Rome.
 
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