Dept. of Turnplay too

Here are some screenshots of some of our cities.

Ignoramus, before MMing:
Spoiler :
igno11wp.jpg


Jesterton:
Spoiler :
jester3fj.jpg


Knucklehead:
Spoiler :
knuckle7xg.jpg


Notthefullshilling:
Spoiler :
shilling1is.jpg


SKWTD, before MMing.
Spoiler :
skwtd13co.jpg
 
Scout - what do you think about an amphibious landing on their other coast? Perhaps four units. Just enough to raise some hell.
 
I think an amphibious landing might be effective... especially when we get some longbows in play, and a few more boats in the water. I'm going to build some archers for longbow upgrades.
 
FWIW, there was no combat during TNT's turn
 
Ok the turn is in and only the 6 TNT pikemen remain visible. The workers have gone since last turn.

Also of note is that the D'nut warrior is gone.
 
Sounds like they are turtling a bit. They probably pulled their immortals back as a reacionary force.

OK military brains, let's think about how we can go back on the offensive. One step would be an amphibious landing on the opposite coast. However, that will probably take a few turns. We also need to consider a TNT landing on our eastern seaboard. We have some troops there, but enough?
 
Log for turn 127

City builds:
Simpleton Settler>Archer
Dunderhead Archer>Archer
Ignoramus Trebuchet>Settler
Jesterton Courthouse>Library (1bpt to Tubs)
SKWTD Library>Pikeman
Polecat MDI>Pikeman

Begin the turn at 286g, +253gpt, Invention in 3.

F-checks: We're strong to everybody. MIA continues to edge away in score. The latest uptick in power is TNT. We'll have to fix that.

I have to "W"ait a LOT of stuff to get to the workers first this turn. :hammer:

Worker stuff: Holly's Beyotch roads the iron at DuMass. Pentium starts a mine at Knucklehead. George Best mines a sugar at Paradise Hotel. RegentMan roads some jungle near Dionysus. Jive Talker starts whacking jungle at Fortress of Stupidity. TNT POW heads S, to road SE of Spite.

Unit Stuff: Grab Igor, and sure enough... that 'nut warrior is on our side of "the green line". Grab a screenie.

127new14ev.jpg


Igoramus' Trebuchet heads west. Polecat's MDI heads SW. SKWTD MDI West to the rally point. Same w/ Knucklehead's MDI. Archer at Dunderhead goes to Village d'Idiota. Trebuchet between SKWTD and Village d'Idiota head towards Frozen Lake. Two Trebuchets between Knucklehead and Gilfach head that way too, as does a Trebuchet at Paradise Hotel. Gallic Swordsman Eastern Sentry is pulled to Village d'Idiota, so he can demonstrate in the face of the 'nut Warrior next turn.

Simpleton's settler heads south. Settler at Devil's Soul heads towards Frozen Lake. Take a settler near EWR and send him west.

127new21hr.jpg


City Management: Tile-swap between Jesterton and SKWTD to get Jesterton's Library in 4 not 5. The Library in SKWTD nerfed up my research... so I fire a few scientists. Spend 76g rushing the walls at Spite; 36g for a worker short rush of Malice's Harbor. I spend another 36g for an archer short rush of the Trebuchet in Fortress of Stupidity. Cyprus Creek gets 16g into a worker short rush of a Trebuchet. 44g into an archer for Idiote's Library. 52g into a library short rush of a market at Crackhead. 8 gold into a worker short rush of a Galley.

*****On (and towards) the front:
Load a MDI and Pike on Chumbucket at Frozen Lake. Load two Trebuchets onto Fool's Errand at Frozen lake. Bede's Boat heads back to Frozen Lake. Bede's Boat and Chumbucket hand off their passengers to Danny Buoy and an unnamed Galley...who carry the troops to Malice.

The garrison at Spite now includes 11 Gallic Swordsmen, 3 MDI, 3 Pikes, and 5 Trebuchets.

Builds due next:
Simpleton>Archer
Dunderhead>Archer
Cretinograph>Pikeman (will be dispatched to Fortress of Stupidity)
Knucklehead>MDI
Spite>Walls

Fiddle with the cities, and end the turn at 18g, +261gpt. After much consternation... I swap Paradise Hotel to a courthouse. It's wasting 4spt, producing 3spt, at pop 2. This town could be made productive. Spend 16g on a worker short rush to shave a turn off the build. That takes us down to a whopping 2 gold at the end of the turn. As an afterthought, I wake the Pike in Malice and use him to cover the worker.

127new35cg.jpg


I lost another screenie....(Sorry Team) but that Doughnut warrior is going to wake up tomorrow and see one of our warriors to the north, Igor to the west, and Tubby Rower (MDI) to the NE.
 
I could have sworn that I didn't see any purple people eaters in the jungle down there. Maybe I AM getting old :cry: Whomp and I can start an old folks home. :lol:
 
scoutsout said:
The garrison at Spite now includes 11 Gallic Swordsmen, 3 MDI, 3 Pikes, and 5 Trebuchets.

:D This quote makes me smile.

I think that an amphib raiding party is a grand idea to raise some cain with TNT, but if we can get the nuts to bite I think a nice comined force SoD issuing from Spite might get a reaction out of TNT - then have the Nuts send their MW from the south and squeeze them like a zit.

If the destruction of TNT is the price of active, Nuts involvment then I'm okay with that.
 
Can anyone plot out the plan that Robi laid out for raising hell in western TNT lands I don't have a game disk available at the moment.

Scout how many units do you think we could gather for a landing as Robi suggests?
 
Since I'm not sure what threads people are reading here's the convesation with Robi Donut. :smug:

Robi Conversation
 
Sir Bugsy said:
Scout how many units do you think we could gather for a landing as Robi suggests?
It'll take me a few turns, but what I'd like to do is get 6-8 longbows and a couple of pikes for a landing at their iron city.

My first tactical (and strategic) priority right now is securing the ivory, and setting up the 3 towns so that they can be easily defended. That will also take a few more turns.

Once I muster some more MDI/longbow class units, I may look at pulling the gallics off for a landing in the east. I'll need to decide if I'm feeling as gutsy as Lee at Chancellorsville. Hannibal at Cannae won't work here, as our center won't appear weak.
 
What's interesting from the conversation with Robi is their pikes are likely frozen on that spot. They're waiting for an incursion from our new cities to their capital and are hiding the immortals behind the pikes. I think by sending a few scouting units towards the forests to show movement will help distract them from sending units back to the core and keep their units in their current spot. By doing this any landing party either south (near the fish) or west near Carpetbomb will be met with significantly less resistance.

I really wonder if we secure the cities with pikes whether we could send a good percentage of the GS towards other objectives.

We have a huge advantage of speed whether it's by sea or land. Neither of which they can contend with.
 
yeah.. if they aren't planning on hitting our cities... just leave 2-3 pikes in there, build walls and a barracks, then take the GS on a field trip.

fieldtrip_bus.jpg
 
Can we see if they have an RoP with MIA? That is really the only thing I see to worry about in terms of a TNT counter as we have the straits pretty full of our boats so will have plenty of warning from the direction.

Or could they come whaling in from the east while we focus on the west?
 
No I think that all diplo is invisible until peace is made. But I could be wrong.
 
Can we find out from the Nuts if TNT has a RoP agreement?
 
I will inquire with Killercane or Robi next time I talk to them. It sounds like Killercane had an exchange with Tubby today so hopefully Tubs will enlighten us.

For TNT, it seems like a mighty long way for their units to hit the seas and be an impact. It would mean going west and south around Donut and landing in MIA and moving north across their roads. The bigger issue with TNT attempting this is making the boats. They have two cities capable of producing them. I'd be surprised if they could mount any type of significant naval force.
 
here it is.. I didn't follow everything that he was saying, but I was reading without coffee. Not advisable btw
killercane said:
Holler at me today on MSN to discuss the MTDG situation and an alliance. Nobody is having to take a backseat for a while, I dont know who else you all have been talking to.

Ive been hankering to put our MWs/swords in position to take out the southern part of TNT, and we can be ready to war in a few turns if we get that completed. How did the attack against the TNT stack go? Do you want to post some screenshots? We have the economy under control thanks to Kuningas, and are sitting pretty.
tubby said:
I'll be home around 2 EST this afternoon. TNT appears to be trying to draw us in. Their immortals left and only thing remaining is 6 pikes. Whomp talked to Robi for a while and Robi gave us some good intel. For example, going into the jungle to cut off their luxuries and hitting carpetbomb. We've also been thinking about getting a landing together on their west coast.

Robi gave us the impression that you still had about 20 turns before you were ready for war. If that's not the case then heck yes, we'd love to be with you guys in this war. A distraction for each other will send dinsog in circles. As soon as you guys are ready, I think that we are ready for you to join up.

We have a secure beachhead that they won't be able to budge. We are constantly reinforcing our position and positioning ourselves for another attack... It's just too bad they didn't attempt to attack our city.

Until then

Tubby

We have a poll up and turn 135-140 is the leader, with turns 130-135 as the next in line. The Donuts want some war. I havent checked the latest save to see where our troops are but I will. I have postulated that MIA might try something funny, but I think they have spawned so many settlers/libraries and whatnot that they dont have the troops just yet.
 
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