Dept. of Turnplay too

How odd that they would leave a pop 5 city completely undefended. I wonder if that second rubble pile was left from their war with D'nuts or if they just now abandoned it. I wonder if they have defenders on their way. Very curious situation. :hmm:
 
scoutsout said:
See a border...and what may be a rockpile NW of our position.
Gotta love seeing things like this. Diplomats remember to praise our Donutian friends for their city preservation skills.

scoutsout said:
then grab Mad Max. W, NW, NW... and spot another undefended city.
Even richer than my wildest dreams could imagine. No wonder there was panic in the streets. TNT seems to be completely out of position. What is up with the pike off in the woods? So they have two potential defenders completely unable to defend.

what are the odds TNT will be able to place a substantial number of defenders in the city next turn? If they had units in any NE cities or the capitol, they would almost be there by now. They must have had everyone down south.

So if Meleet graces us in battle do we keep the city or raze it? I'm think raze it. Defending it would be too difficult without pikes and trebs.

:hatsoff: to scout for a well executed two-turn campaign so far.
 
gmaharriet said:
How odd that they would leave a pop 5 city completely undefended. I wonder if that second rubble pile was left from their war with D'nuts or if they just now abandoned it. I wonder if they have defenders on their way. Very curious situation. :hmm:
I think 'nuts must have sacked something there... the placement seems all wrong for that to have been abandoned last turn...

...although... one would think they would have improved that tile for the commerce bonus of the ponies. :hmm:

...but this is the dangdest thing I've seen. We have invaded, and been at war 2 turns... and yet neither side has incurred a single combat casualty.

I'm trying to decide if I want to torch their capitol, or whack the warrior for the GA and sign a peace treaty of some sort. My gut says sack the capitol... but it'd be nice to win this war without a single casualty.
 
Invoking Charis' "pop is power" principle again, conversely removing population from their civ reduces power. We need to methodically and judiciously prosecute this campaign. Let's nail every city we can. Their economy is going to start hurting very soon with the loss of cities and the increased support costs:
- That will slow their research effort with MIA.
- That will reduce their ability to cash rush additional military units.
- That will force them to concentrate on land units over naval units. Thus keeping our shores free of potential Persian invaders.

In the next turn or two we'll have a feel for how far we can take this campaign.
 
I'm thinking that the pile of rubble was another undefended city that they abandoned. It was within striking distance although we couldn't see it. That's prolly what took them so long to play the turn.

I sent a PM to Robi and Nobody of D'nut with Bugsy's questions and hopefully will get a response soon.

:worship: scout for a well executed war so far :thumbsup:
 
scoutsout said:
Here's a shot of the theater of operations, with some dots where I'd like to start a "real estate redevelopment project" (TM)

We want to mimize the logistic burden. Your dotmap seems fine, but where should we found a city first? I'm too lazy to open a save, but from what I can see, the most eastern dot minimizes ship movement (or the length of a ship chain, if that's legal) so we can unload and move in a single turn, but the southern one benefits from roads already in place. It seems to depend on little details what's best. My gut feeling is the southern dot.
 
:drool: I can't believe this war. It is like Christmas.

I too join in the priases of Scout - though less for his prosocution of the war than for the replacement of Cororal Punishment with Major Fox as his military advisor. Details will follow in the Crazy Eye
 

Attachments

  • Fox.jpg
    Fox.jpg
    21 KB · Views: 90
robi, wants to know if my ad will be repeating. he's trolling for knowledge and I have not replied. anyone have a suggestion?

I too join in the priases of Scout - though less for his prosocution of the war than for the replacement of Cororal Punishment with Major Fox as his military advisor. Details will follow in the Crazy Eye
well major fox is hot. the post should be good
 
Admiral Kutzov said:
robi, wants to know if my ad will be repeating. he's trolling for knowledge and I have not replied. anyone have a suggestion?
Say something idiotic like...that it's a possibility since Igor may need a family to take him in for a foreign exchange program, Tubby may have a bridge to sell, Scout may have some cheap workers available at nice prices and Beorn may need a personal ad for SGPI (single Gallic Pregnant Idiot) 5 foot 4, 220 is looking for SFI (Single Female Idiot) wholikes slow walks on a nice rubble beachs and is willing to live on both continents.
 
"i may have the wits, but i don't have the words. you guys do it much better" So sayeth deputy PotKiss Daghie while in his cups at Slinger's Casino. Reputable Citizens of our government were quite taken aback when Daghie said, "Major Fox, well yes she used to be on my staff." ;) of course we have no reputable citizens...
 
AK, I would reply to Robi that we are finding more and more cities everyday so we might as well go ahead and run it for 5 issues
 
this is what I sent:
Well, we're gonna let <idiot/grumpy to be named later> play a few, so we'll take the bargain rate.

i was going to ID slinger and then thought it should be a surprise
 
a tale from the crypt:

it was a dream to most notable fool and babbler had.
he saw in his dream a peaceful Celtonia, where no military where need (just like our current situation :lol: )
and in his dream Celtonia has conquered the world WITHOUT shedding a single drop o' :beer:

check this out THE MEEK SHALL INHERIT THE EARTH.
maybe we could have the scribes write up a note to those Fabeee guys, just so they have some ideas on how to try and salvage thier lands?
we are not so cultured as them, but WAYYYY COOOOOLER!!!!
 
Log for Turn 119

It seems the RNG was kind to TNT. None of our Gallics retreated; not only did we lose 3 Gallic Swords, they lost nothing.

My goal this turn: Get a kill ratio.

@Team: To show you how serious I am about getting a kill ratio... I even downloaded the latest Combat Calculator. The one I had was version 1.15... which is... older. Shows you what a second-hand warhorse I am.

TNT does not dial us up for peace. They're probably feeling pretty cocky right about now...thinking they can bounce back.

Our cities build... nothing. Not one blasted thing.

Start the turn at 148g+148gpt, Invention in 13.

F-checks: We are still strong to 'nuts, but AVERAGE to TNT. Still #2 in Population, GNP, and MFG.

MIA now has Engineering.

Worker stuff: Smart Guy roads a banana at Senilityville. Own roads a jungle that we can use to plant a town between Senilityville and EWR. Ginger roads outside Village d'Idiota. Bede starts planting a forest at Village d'Idiota. AnsarTheKing roads at Polecat. Grasshoppah mines the cow at Simpleton. Pentium gets ready to do a forest chop at Knucklehead. Crakie roads a grass at Frozen lake. RegentMan roads at Dionysus.

Unit stuff: Upgrade a spear at Knucklehead for 30g. Settler near Dionysus heads NW to hitch a ride on a galley. GS Boy Scout moves with the settler. Igor gets on the road to go to EWR. An unnamed GS heads to the wester jungle to take over for Boy Scout. Happy Camper gets back on the road outside Senilityville. Northern settler moves westward. Chumbucket moves towards Dionysus. Bede's Boat And Danny Buoy cross the strait to support a settler ship-chain. A.R.S.E Igor's hope re-positions to recieve the last chain. Hunky Dory returns toward Frozen Lake to receive troops. Two un-named Gallic Swordsmen load into Hunky Dory... dangit. I left Gallic Swordsman Scoutsout on the shore...again.

Battle Log:
Veteran Gallic Swordsman Dirty Harry attacks 4/4 Warrior Slipshod. GS Dirty Harry loses 1HP, kills Slipshod, and our Golden Age begins. Dirty Harry promotes to Elite.

As much as I'd like to recon that Iron Hill... I move Bugsy's Blade to the roaded fur.

Battle Log: Veteran Gallic Swordsman Invincible attacks a regular pike, loses 2 hp, kills pike. (I'll have to reload the save to see the pike's name.) GS Invincible is promoted to Elite.. and I'm officially feelin' froggy.

Veteran Gallic Swordsman The Collector dies attacking regular Pikeman #1... Pikeman #1 promotes. That was dumb. I know better than that. Sorry team.

Veteran Gallic Swordsman Josie Wales attacks 1/3 Immortal #1, flawlessly kills it, and promotes!

Flyin' Elvis pillages the road leading to the TNT capitol.

Taking a risk here... Gallic Swordsman Mad Max Captures a worker. No enemy units nearby.

Units killed this engagement: One Warrior, one Immortal, One Pikeman. Units lost: one Gallic Sword.

That's a 3:1 Kill Ratio for the battle, 3:4 for the war.

We are strong to TNT again.

City Stuff: Short rush a trebuchet in DuMass with a worker for 28g. RUSH a Trebuchet in Paradise hotel for 36g. Spend 32g short rushing the Court in Frozen Lake with an Aqueduct.

A little MM in SKWTD gets it to 15spt. Sounds like a 2-turn Trebuchet factory after it finishes its Gallic Sword. Rush the rax in Senilityville for 28g. MM Simpleton to shorten the Library build to 2 turns. A little tile-swapping in Cyrus Creek and Cretinograph... speeding up trebuchet builds.. though cutting growth in Cretinograph. Tile swapping Dunderhead and Village d'Idiota cuts the Library build from 5 to 3 turns without sacrificing next turn's growth.

End the turn at 2g, +210gpt, Invention in 11.

Dial up Doughnuts and offer them Dyes.

We're now #1 in MFG and GNP. Let's see if we can keep it.

AAAH - My stupid Image editor crashed, and I lost my screenies! [pissed]
 
If they would not have "seen" the promotions... am I obligated to tell TNT which units got promoted while killing TNT units?

Proposed submission Submitted to TNT as a battle log:
Spoiler :


Battle Log:
Veteran Gallic Swordsman Dirty Harry attacks 4/4 Warrior Slipshod. GS Dirty Harry loses 1HP, kills Slipshod.

Veteran Gallic Swordsman Invincible attacks a regular pike, loses 2 hp, kills pike.

Veteran Gallic Swordsman The Collector dies attacking regular Pikeman #1... Pikeman #1 promotes.

Veteran Gallic Swordsman Josie Wales attacks 1/3 Immortal #1, flawlessly kills it.

Flyin' Elvis pillages the road leading to the TNT capitol.

Gallic Swordsman Mad Max Captures a worker who shall be interrogated to see if he knows the whereabouts of Dinsog.
 
excellent work scout. I can take some screenies in CA2.. I've also created a label called Battle Logs in our Gmail box. I've attached both the battle log and TNT Specific labels to the battle logs so that we can easily find them if needed.
 
archeligical findings


The Straight of Blood
 
Thanks Tubs. I feel like a total Idiot for losing that one Gallic Sword. I knew better than that. But it doesn't matter... there's no way that they're going to hurt us now. With the road pillaged, they cannot close with us before I get a city founded next to the Ivory...

Wait a second...this is TeamKISS... I'm not supposed to feel like an Idiot, I am supposed to embrace my inner lunacy and "Become The Idiot".
 
So each team has to give the other a battle log?

Nice work on the initial skirmish Scout. We presently have five GS on the far shore. We'll need a turn to gather our forces together. I think we'll need some pikes in a SOD to march on the TNT capitol, otherwise we'll take some loses.

So we have three ways we can go here.

1. We can start building cities along the scout triangle and the skirmish TNT as they send troops forward.

2. We can gather a SOD and march on the capitol.

3. We can keep a holding force in skirmish alley and circle some troops around to the north to raze some outlying cities.

I'm not sure which way to go here. How big is dancing banana? IIRC, it is around pop 8. We'll need artillery to crack that nut.
 
Back
Top Bottom