Deathmatch: the Bears' enclave

I think I should've forced as many retreats as possible on both sides, just to clear trash out and get to the artillery - hopefully. Still would've been doubtful but it could've happened.

Otherwise it'll throw them off their feet and buy us time to make more MDI/knights until we can upgrade to cavs. Been a good show :)
 
B that looked like another mass bludgeoning of their units. 670 shields they lost to our 360 shields and you got an MGL out of it to boot!!!

Almost captured their arty it looks like. I see a 2/5 EW left?

Spoiler :

Their losses
4/4 MDI vs 4/4 musket: 3/5 MDI 60
4/4 MDI vs 1/4 musket: 4/4 MDI 120
4/4 Knight vs 1/5 cav: 4/4 knight 200
4/4 MW vs 4/4 EW (Cannon hit): 3/4 MW 210
4/4 MW vs 4/4 EW (Cannon hit): 3/4 MW 220
5/5 MW vs 2/4 Musket (Cannon hit): 3/5 MW 280
5/5 MW vs 2/5 Cav (Cannon miss): 4/5 MW 360
4/4 Knight vs 2/4 Cav (Treb miss): 2/4 Knight 440
4/4 Knight vs 3/4 EW (Treb hit): 1/4 Knight 450
4/4 Musket (oops) vs 2/4 EW (Treb miss): 2/4 Musket 460
2/4 MDI vs 2/4 EW (Treb miss): 2/84 MDI (he's really badass when healed) 470
2/4 MDI vs 1/4 Musket (Treb hit): 1/4 MDI 530
2/5 Zam vs 1/4 Musket (Treb miss): 2/5* Zam 590
3/8 Momma Bear vs 1/4 Cav (Treb miss): 4/9 Momma bear (2 knights in) 670

Our losses
4/4 MDI vs 3/4 Cav: 3/5 Cav 40
4/4 MDI vs 3/5 Cav: 1/5 Cav 80
4/4 MDI vs 1/4 musket: 1/4 musket 120
4/4 MDI vs 1/5 Cav: 1/5 Cav 160
4/4 MW vs 5/5 Cav (Cannon hit): Cav 2/5 190
4/4 MW vs 3/4 Musket (Cannon hit): 2/4 musket 220
4/4 MW vs 4/4 EW (Cannon hit): 2/5 EW 250
3/5 MDI vs 3/4 EW (Cannon hit): 2/4 EW (maybe 1/4, not sure) 290
4/4 MW vs 2/4 Cav (Treb hit): 2/5 Cav 320
2/4 MDI vs 1/4 Musket (Treb miss): 1/4 Musket 360

4/4 MW vs 4/4 EW (Cannon hit): 3/4 EW, MW retreat
 
At the end it was down to 1/4 cavs. We did good but they gained a flat 230-0 on their turn and Niklas has a nasty musket stack incoming. We'll lose all of the units sitting on the offensive square, most likely, which is about another 300 shields. Fortunately, Momma bear is on the lookout :)

They'll have a good 10 healthy cavs this turn also, so they will start tipping the scales their way. I tried hard to raze dyesville but it just didn't happen. I was relieved to get a MGL in the end - the 2/4 MDI attacks had reasonable odds but still, I felt half desperate even attempting that.

You just donated a town to me so I can heal my guys :thanx: That means 10 knights in 2 turns. A little late, but will be useful yet. I'll disband an ancient cav or 2 in it for a 1st turn barrack.

I changed your research path to Magnetism after Physics: I probably will get to ToG 1 turn sooner than you would since Coper's is coming in hot.
 
lurker's comment:
I'd just like to encourage you guys to keep posting your thoughts. I'm sure there's a whole bunch of us lurkers who love reading them but can't really post any comments since we're reading both spoiler threads. Exciting action!
 
lurker's comment:
I'd just like to encourage you guys to keep posting your thoughts. I'm sure there's a whole bunch of us lurkers who love reading them but can't really post any comments since we're reading both spoiler threads. Exciting action!

Ditto. Will there ever be a post-mortem where everybody gets to see what everyone else was thinking? I've got questions, can't really ask either side without tipping someone's hand. . . .

kk
 
When the game's over both spoilers will be wide open for questions and answers. We'll try to keep this more up to date since things are happening hot and heavy now.
 
We're just not as opinionated and talkative as the other side I guess. We're also only 2 playing and happy about it this way, if I may make a blunt rehearsal of my thoughts about their spoiler thread.

Either way, most of what could(should?) be in here happens in turnover emails; I might (don't take my word for cash right there but I just might) take the time to post that and comment on it when it's over.

Now, if I may tease the crowd with some *actual* spoiler action, the skirmish was meant to be ugly for us and it will be yet, but it's not THAT bad all in all, and should we survive the next 5-6 turns without losing more than a dyes spot and a bit of momentum, the cards will be even when it is our turn to draw. Their plan had a big pothole in the post-MilTrad recovery and we're all set to exploit it. More will come, probably directly in the turn tracker thread.
 
Scout reports they have a mere 4 units defending their artillery stack down there, but it's off-road and on a forest fortress (+150% defense means 2x 7.5D cavalries and 2x 5D MDI's).

My useable troops consist of a 5/5 Acav + 4/4 knight, yours are like 2 4/4 mounties and then the rest is injured.

If our troops were in shape I'd be all over it but I doubt we can push it, pillage the tile and steal the artillery stack with under 10 units. Either they are trying to bait us out or they are really desperate, but we have nothing with which to take the dare.

I say we pull a Niklas and do nothing. Your thoughts?
 
I'd agree. The longer we hold them off the better. 0nce we get cavs the playing field is even again.
 
Alright, let's pull the sheet our way and see whether they make a move. Them not using the musket/cannon stack certainly hurt their momentum tremendously. Now it's only a matter of time ;)
 
Frontline status: roaded for them, all towns are within cav range and need troops. 3 cavs + 2MDI in the stack (one more than what I glimpsed hastily earlier), as well as 450 cannons, 762 trebs and 48 catapults.
 

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Might be best to pull back to the hill city Monsters of the Midway. I think I'll wait to play this tomorrow.
 
Yeah, everything back on hill sounds best to me as well - especially since we're hurting for 1-2 muskets each.
 
Niklas was inactive, as he should. We're almost there.
 
Lots of MM here in the shift to optimize 70s towards 80; I'll be broke next turn but after that we can talk business again. Do you think you can have a decent punch packed on cue or should I hold my horses still for a turn or 2?

MT this turn, Coper next one.

Oh and if you can sail up and snipe this little bugger, we'd all feel better back home.

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My theory still holds, the RNG favors the reckless :D
Is there any other way to play? Oh wait, theirs...

Sorry, I had to. But this isn't proper turn tracker talk at this time.
 
Heh...
I'm inclined to have a fully healed army to arrange an attack and leader fish in the process. I'm setting up for 80 s finishes as well. I'm going to short rush a MI in the capital so it will finish just in time since I slowed it to 20s twice. I will probably have 2 or 3 cavs finishing that next turn.

Starting on Theory of gravity this turn and physics on the way unless you think we should wait so it cost them more...I figure you can resesearch mag faster than I after Cops comes in.
 
8, 9, 10, 16, 20, 27 are top dogs, 12, 14 second picks (12 perfect for muskets). I have a hopeless 18 shielder that'll be my ToE and/or Hoover prebuilder. Lower than that, they're probably still on infra/growth tasks for a bit.

Bring physics, I'd rather have a chance of discouting them physics than making sure we discount them banking. We have 3 techs to go in MA, you do 1 I do 2? This'll let your wallet breathe a bit for upgrades. Mag in 8 and I'll catch up in time to start the IA in 9, with you getting an IBT swap to Med or w/e.

Next turn the army will be healed but I think we'll be short on troops, especially you, to really start the home delivery business. Fish on!
 
B--I'm scared to death that if Da Bears flips it would be a big problem. It might be worthwhile holding your units outside the city.

OK switched to Mag and sent physics.
 
Here's the economy. Looking good and I'm now average to the Gen W's Sumerians. Look out when those cavs come in. :D Still weak to Niklas' Aztecs.

economysa3.jpg
 
I'm not sure what they're planning with all these workers. They've already abandoned the idea of planting on the dyes. I'm inclined to bring a couple units around his rear with those caravels. What do you think? I can also send out some obsolete units from our western shores and back door that side as well. Worst case it forces units to their rear just as we're bringing the cavalry forward.

unitste8.jpg


Here's what's on their fort.
units2gg1.jpg
 
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