cz4: RaR ()==[];,;,;,;,;,;> The Hitlist

LKendter said:
I don't know if DocT reads this thread. I noticed some of our captured cities have German Wiseman. Do these do us any good?

Scientific improvements aren't automatically destroyed, and keep their function. Theoretically, you can have all 8 Wiseman in a city (never had more than 3, though).
 
LKendter - I build partisans as cheap second line defenders, there were plenty of cities that needed garrisons of some sort. Not too bad for garrisoning flip prone cities also. I was doing extensive resource denial, and had no counterattacks by any tanks and was therefore not too concerned about having top notch defenders. There are times where I want quantity and don't need the quality.

As far as the navy, I do spread out. I generally escort loaded transports but use most of my navy for resource denial and supporting the ground assault. Again, I would be tighter if I were seeing enemy heavy naval units. The only offensive naval unit I saw during my turn was a caravel. I'll load up your save and see how you have the navy set up so I can see how you do it.

Thanks for the comments though, I can see your point.
 
Turn 0 (1850 AD)

Everythings looking fine.

Turn 1 (1852 AD)

Get Amphibious warfare, Start on jet proplusion [5]

Lhari flips to Tibet

Raze and Replace Kumbum
Recapture Lhari
Capture Toba (Tibetan Capital)Sacrifice some of the captured workers to try to allow attacks on the other cities next turn - doesn't quite work. Rutog (the one tile Island) is the new Capital.
Build New Paracas were the settler was left.
Set several builds to Marines to take out Nan and Rutog

Turn 2 (1854 AD)

We get some rioting in outlying cities

Capture Phattalung, Bamda, and Gomo; Tibet is now a OCC

Capture Nahkon Si Damnhardtospellarat and Siam is also a OCC :). Raze it via misclick
Build New Huari

Start Airlifting troops to Ottoman territory for pending assult on arabia.
Construct a few airbases to speed this process.

Turn 3 (1856 AD)

Siam Lands a Armor on our small Island near Nan - guess theres some bite left in the beast after all. I airlift an Army out there but We are going to lose at least one city.

A smattering of artillary and some Marines later and the tibetans are no more.

Move troops onto siamese Island

Turn 4 (1858 AD)

Arabs demand Camels - Laugh. A lot. Arabs declare war, Capture 1 worker, move about 20 cavelry down into the desert above the ottoman territory.

The siamese tank loses verses our partisan! :)

Siam is obliterated from the face of the earth for such miltiary incompetence.

Hmmm seems the Arabs gained MKIVs last turn.

Destroy the arab cav stack (which includes a chariot)

Capture Muskat (Island near our core)

Turn 5 (1860 AD)

Jet propulsion comes in, Start on Plastics [4]

Capture Bukhara on island near core, Yamama, Aleppo and Fez scattered about.

Aydin in main arab territory.

Mansura on the southern Island Gives a MGL from a Marine - bit redundent at the moment but its the thought which counts :)

Especially as capturing Mansura has pushed us over the edge into 66% land area (came as a bit of shock!)

Getting a Great leader with the last attack of the game - yep sounds about right ;)

Anyway its been great playing with such experienced Civers as you guys - thanks alot!
 
Well that was even less time than I expected. ;)

I knew Tibet and Siam were both about to collapse. I guess those monuments I rushed did help.
 
Good work on finishing this one up.

One thing to remember in RaR is that workers are the best thing for expanding borders. I see we still had some left. They will expand the border of any town instantly giving 20 culture when they are sacrificed. Not that it matters of course, but if you were ever playing a game for "fastest finish" it would be the way to go.

Thanks for sticking with this game to the end Macdandee, and thanks to Lee and Disenfrancised for joining us and keeping it going. It was a fun game, but definitely one with difficulties in keeping enough players. I was very glad we were able to finish it even though the game's starter vanished twice.
 
One thing to remember in RaR is that workers are the best thing for expanding borders.
I understand what you are saying. However, they very islands that needed border expansions were short on rails big time. Ever worker I had was out there trying to fill in gaps in the military rail-net.
 
Thanks for the fun folks. Reading the games are great, playing in one is even better. Thanks for sticking with it Greebley, appreciate your patience. I'll second the thanks to LKendter and Disenfrancised for joining in. A four man roster was tough, two would be way too much work.

Macdandee
 
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