Deathmatch: the Bears' enclave

Whomp got a "volcano has erupted" message, on the end of his turn, after hitting enter. I didn't notice anything before that, though he did mention something about a volcano in an email.
 
Alright. Just wanting to know so if I have to be the arbiter of a dispute, since there is no one else. They havent said anything to me about it, but who knows?
 
Howlin' Wolf sings our song. *clicky here*

Wuddya think B? North or South or both or four way?

backdoorhu3.jpg
 
I say North: less likely to have defenders. You really need to get one city, and then play safe / use roads. We want a distraction, hopefully a couple of cities, but we won't get huge gains there misfortunately.
 
Bear in mind that Niklas has zero fast units. I wonder how he can cover so much ground.
 
With rivers, maybe he can't. He'll have aturn of rushing before you attack, though.
 
Five more settlers coming this turn.

What do you think about massing an attack on General W? I'm not sure it's going to help much as it seems we're in a stalemate to the south. I could send all of my fast units north and mass against Niklas instead. I'm not sure what the best option is right now...
 
It's rolling around to Niklas' north and he's blocking his coast all the way. I'll post in the MTDG thread so you don't feel all alone. :D
 
Here's some eye candy

Cage130-1.png


Cage130-2.jpg
 
The flood plains 1S of Disjunction are empty bellied but I wouldn't send the MW's there: it's exactly 4 tiles away from the new town, redistribution, where his maces probably are chillin' out.
 
Running 0% lux now!! I'll have dyes to you next turn. I won't need the other yet.
I'm about 10 from invention and will run hot. I'm wondering if I should hit them a little with some units to get my unit support down. I'm average compared to both.

We'll have a good economical advantage with battle island. It'll also enable me to run tons of scientists within long. However, they have a big lead on Mil Trad. We'll need to build up a strong defence with muskets and fortresses on your sides' mountain ridge by then. I'll try to compute the time we've got but I'd say roughly 40 turns. That's 40 turns of massing settlers, workers, knights and muskets.

A joyful alternative to catching up the research would be to snatch the great library. With luxes and specialists, I doubt we'll need to play from behind for long but there will be an adaptation period and they are ahead, right now. They just got Monotheism, though, so we're closer to knights than they are.

With enough knights, we can build cavalries (knights -> cavs is the only upgrade I believe is worthwhile in this game, cats are good enough on their own: spend cash on infra rushing!).
 
I took quite a beating there on my defensive units along with the trebs and cats taken. I have a lot of offensive units that I can counter with and press the action. The only issue is I'd need some cover with some defensive units. What do you think?
 
He got 6 units on you with his offensive, and all were more expensive than yours. So far it's nearly cost-even, so if you think you can get a few units up on him with an offensive, I'd go ahead. This is probably his full force since he would have attacked harder if he had the manpower - it was down to 1 defence units at the end.

I have several knights and Acav's that could make the trip in a few clicks. More where they came from, too. Hang tight and keep a cover of at least his amount of (remaining, assuming a bad roll of rng luck) offensive units. If you can't get that cover, don't attack. He's got 2 elite promotions though, so I'd hope for the best there and cross my fingers you can take that knight out.
 
It's been awhile since we updated this page so here's the economy. Beorn and I are #1 and #2 in most of the important categories. I'm researching physics and it will be due in about 7 and he's starting on metallurgy and looks like he may be able to get it in 4 or 5.
I sense they have cavalry and are preparing to make a huge push into my territory. I'm weak to both of them and they're building a considerable stack of cannons, cats and trebs with a lot of defense units nearby. Caravels will start to come out which is pretty big since there's sea lanes that can be had for the potential to backdoor them.
Here's my economic picture...
economyvz2.jpg
 
Because we need to thoroughly intimidate the readers into putting their betting coins on our side, here's the latest Red side of the F11:

Cage160.jpg


Note that this GNP omits the presence of dozens of scientists, and dozens more to come (no bluff there). Niklas' ICP core and General's tundra galore are no match for the fully developed resource island. They still have more total points than we do, but we are gaining about 3/turn on them, getting even next turn IIRC. Also note that my population growth has slowed down because my farmlands have been developed to optimal beakering.

As you can deduce, they'll be hard pressed coming back on top of us now by means other than military. We'll brace hard for a cav invasion and get our own cavs shortly enough. They shall not succeed.
 
It appears we have a cavalry attack. They hit my pikes and spears on the dyes so my guess is they've tried to disconnect it. It should be interesting to see if they've moved their defensive units into position as well. If they lose the stack of arty it could be a reversal of fortunes on that front.
 
Got you covered, I'll retaliate and screenshot the field a lot - wait you'll be gone, so I'll prep a top-secret report and post it once his cavs are done.
 
It appears that they've lost double the shields 1180 to 590 (if you count AC's which are equal to 40s) so it looked like a very nice round B. If you didn't have the bad RNG of MDI losses versus MDI's it could've been a complete rout and had a chance at all that arty. What are your thoughts?
Wins
Spoiler :

4/4 Knight v 5/5 Cavalry + cannon(hit): 1/4 Knight 80
4/4 Knight v 4/4 musket + cannon(hit): 1/4 Knight 140
5/5 AnCav v 4/4 musket + cannon(hit): AnCav 2/5 200
4/4 MDI v 4/5 musket + cannon(hit): 3/4 MDI 260
4/4 Knight v 4/4 Cav + treb(hit): 2/4 Knight 340
4/4 Knight v 4/4 Cav + treb(hit): 2/4 Knight 420
4/4 Mountie v 4/4 Cav + treb(hit): 2/4 Mountie 500
4/4 Mountie v 4/4 Cav + treb(hit): 4/5 Mountie 580
4/4 MDI v 3/4 musket + cata(hit): 3/4 MDI 640
4/4 Mountie v 3/4 Cav + cata(hit): 1/4 Mountie 720
4/4 MDI v 4/4 Enkidu: 3/4 MDI 730
4/4 MDI v 2/4 musket: 3/4 MDI 790
4/4 MDI v 2/4 musket: 4/4 MDI 850
4/4 MDI v 2/4 musket: 4/5 MDI 910
4/4 Mountie v 4/4 MDI: 4/5 Mountie 950
4/4 Mountie v 4/4 MDI: 1/4 Mountie 990
4/4 Mountie v 4/5 MDI: 3/4 Mountie 1030
4/4 Mountie v 4/5 MDI: 4/4 Mountie 1070
4/4 Mountie v 4/5 MDI: 4/4 Mountie 1100
5/5 Sword v 2/4 Cav: 5/5 Sword 1180

Retreats
Spoiler :
5/5 AnCav v 4/4 musket + cannon(hit): 1/4 AnCav retreat, musket 3/4
4/4 Knight v 4/4 musket + cannon(hit): 1/4 knight retreat, musket 3/4
4/4 Knight v 4/4 musket + cannon(hit): 1/4 knight retreat, musket 4/4
4/4 Knight v 4/4 musket + cannon(hit): 1/4 knight retreat, musket 2/4
4/4 Mountie v 3/4 musket + treb(hit): 1/4 Mountie retreat, 2/4 musket

Losses
Spoiler :
5/5 AnCav v 4/4 musket + cannon(hit): musket 3/4 40
5/5 AnCav v 4/4 musket + cannon(miss): musket 2/4 80
4/4 Knight v 4/4 musket + cannon(hit): musket 4/5 150
4/4 MDI v 4/4 musket + cannon(hit): 1/4 musket 190
4/4 Knight v 4/4 Cav + treb(hit): 1/4 Cav 260
4/4 Mountie v 4/4 Cav + treb(hit): 3/4 Cav 290
4/4 MDI v 3/4 musket + cata(hit): 2/4 musket 330
4/4 Mountie v 4/4 Cav + cata(hit): 1/4 Cav 360
4/4 MDI v 5/5 MDI + cata(hit): 4/5 MDI 400
4/4 MDI v 2/4 musket: 1/4 musket 440
4/4 MDI v 4/4 MDI: 4/5 MDI 480
4/4 MDI v 4/4 MDI: 1/4 MDI 520
4/4 MDI v 4/4 MDI: 1/4 MDI 560
4/4 Mountie v 2/4 Cav: 1/4 Cav 590
 
Back
Top Bottom