DI1 - 3CC AW (Look at me I'm insane!)

Go ahead & finish it up.

Anybody else want revenge as bad as I do?
 
2072:
We make 2 art and 1 inf.

Siege of Brudisium
Arti yellows 2 inf and destroys rax.

Siege of Manchester
Arti redlines 1 rifle and yellows 1 rifle.
elite inf kills reg rifle.
vet inf kills reg rifle, we razed manchester for 0g.

2073:
We make 2inf and 1 art.

Siege of Brudisium
Arti redlines 1 inf and yellows 1inf and 1 rifle.
Vet inf kills vet inf.
vet inf dies to reg inf.
vet inf kills vet inf.
elite cav retreats to con rifle.
elite cav kills con rifle, spwans GL - Katsumoto.
vet cav kills reg longb, we razed Brudisium for 1g.

Moved our cannons back home for upgrade....well no chance to use them at all.

2074:
Siege of Teayo
Arti redlines 1 inf and yellows 1inf, destroys rax and drops pop by 4 (from 8).

Landed our forces alongside Ephesus.

Siege of Punjab
Arti redlines 2inf and destroys 1rax, temple, harbor and drop pop by 2 (from 3).
Elite cav kills vet inf.
elite inf kills reg inf, we razed punjab for 52g and destroyed the indians. :D

2075:
Siege of Teayo
Arti redlines 1inf and 1 rifle.
elite inf kills vet inf.
vet inf kills con rifle, we razed Teayo for 1g.

Greeks has 4 inf, while Aztecs have 2inf and 2 rifle. 3 cities to go.

Siege of Ephesus
Arti redlines 1inf and yellows 1inf, drops pop by 2 (from 6).
vet cav kills reg inf.
vet inf dies to reg inf.
vet inf kills reg inf, we razed Ephesus for 0g. 1 more greek city to go.

Siege of Tula
Arti redlines 1inf and 2 rifle.
vet inf kills con inf.
vet cav kills con rifle.
vet inf kills con rifle, we razed Tula for 4g, and destroyed the Aztec.

2076:
Moving our troops around Corinth for the final kill.

Siege of Corinth
Arti yellows 2inf and drops pop to 3 (from 6).

2077:
Siege of Corinth
Arti redline 2inf and destroy harbor, drop pop to 3.
Vet inf kills vet inf.
vet inf dies to vet inf.
vet inf kills vet inf, we razed Corinth for 1g, and destroyed the greeks.
 
Congrats guys, that ones definatly goes in my HoF for being the greatest game I ever lost.

Anyone else up for round 2?
 
I am good for a rematch, but I suggest we start only after we clear FRFR. What do you guys think?
 
Sounds good to me, I'd like to finish up Bugs1 & FRFR before starting another SG as well.
 
I agree, those two will be done soon. It sounds like we have three for the rematch. How about the others? While the other two are finishing up, let's give some thought to the civ. I don't think Japan is the best civ for this type of game.
 
Japan was good simply because Sams were so nice to have, but without the 20k in place I think religious is a waste.

It depends on what version we use & what landmass more then anything. I think PTW is a must so we can actually use those leaders, and then do we want another Gea or a Pelo?
 
If we're going 'pelago, I want 'zerks. They will flatout dominate with the amphibious attack of 6.

They actually might be nice on a 'Gea, but I think we'd want a fast UU, cossacks would be nice but the expansionist trait would be wasted.

I think we want to be scientific. I''l have to ponder this one.
 
I don't think Pela will be much of a challenge IMHO. The tech pace will be slow enough till Magnatism to allow us to self research & stay caught up/in the lead. Plus the AI is horrible at inter-continental warfare so we would only need a couple token attack units on our island, so we can focus on getting all our units shipped to whatever island we're taking out. With Zerks it would turn into a blowout.

We might want the scientific trait for the free techs and we can use libraries instead of temples for cultural expansion. If we go Gea, and draw a true Gea this time, the tech pace will be much faster then it was this time and those free techs would help out.

I think our capture/abandon the GL gambit worked great, and we should factor it into our strategy again.
 
Knowing me, I would go for chinese, as there is no unit as good as riders. Frankly speaking, I am still not impressed by Sams after this game.

For traits, I do agree that militaristic+scientific would work best, meaning germans (which means we wouldn't have a UU).
 
This was a treat reading this through it's trials and tribulations. It looked like it was on the ropes for a while but your perseverance paid off. Nice job guys. Look forward to reading the continuation of your exploits.
 
That's just because you're obsessed with mobility, gorm. ;)

barb: From the looks of it we'll probably have an opening or two. You intrested?
 
BTW, I noticed you both are in a Conquest 3CC, how is that holding up? any experiences or advice that you can draw from?
 
I wouldn't go for the Celts again. While the Gallic Swordsman can dominate the AA, its reign is too short.

Again we're in a constant war situation with a religious trait that is worthless. I think we should consider which traits we want and go from there.

Expansionist, religious and argicultural would be wasted on a 3CC.

I think scientific is a must, especially on a panagea. If we're playing 'gea, seafaring is out.

That leaves us with:

Germany (militaristic, we won't get to the UU)
Ottomans(industrious, Siphai is 8.3.3 cav replacement)
Persia (industrious, Immortal lasts quite a while)
Greece (commercial, Hoplite is defensive)
Koreans (Commercial, Hwacha can't spark GA)
 
Even in a 'gea seafaring would be a decent trait, almost a must IMHO. It ensures that we'll have 1 less direction to defend early in the game. Not to mention that all maps practically have islands, and if we don't have a city on the coast we're screwed.

But then again Seafaring means C3C, which means our GLs are worthless.
 
Oh, great point! We will probably want to play this in PTW.

Although that would be a further challenge to play it on C3C. Starting with our backs to the coast might be a good thing.
 
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