European Berzerkers, Take 2

preturn: looks fine. Prolong Wines deal with Otto, they now pay 28 instead of 19 per turn. BUT: what about war weariness? I suspect it will hit soon, and hard! Abandoning cities seem (to me) to increase it, too. Also, a lot of cities are full of unhappy people, with WW at 20% already. Luxuries up 10%. I change the walls in Brundisium to Cav and rush it - at least we get something for the shields while the walls WILL be lost! To hold the city we'd need so many units that Rome doesn't attack - Cav vs Musket will win, and they will also use cheap Longbowmen - we cannot afford a fight like that! Also, I rush a Cav in Umfolozi, to pick off hurt Roman units. We MUST get a better shiel-kill ratio against them!

(1) - We will not be able to hold cities if the Romans throw so much Cavalry around. A Musket in Terentum is killed - we will need to abandon the city. Another Cav retreats from our Musket in Umfolozi.

WW ups slightly and Paris stays in riot - aargh!

The retreated Cav dies. Abandon Brundisium.

Cancel Cav orders - We have NO chance of landing troops and doing serious damage. Either we wait for Infantry, or we continue to use Berzerks on coastal towns - Rome is defenceless agains them!
Kill a Spear in Nico with a Zerk.

(2) - The Musket from Brundisium is lost, but the Cav kills an elite Cav. Nicopolis is taken by Russia :D

Save the Cav near ex-Brund with Galley.

The Cavalry can only be used on the small islands - all ordered there.
 
(3) - We lose 1 Elite Zek (probably), as the poor guy has to step ashore when taking Gordium. I decide to keep it one turn in the hope of retrieving the Zerk, though the chances are slim. but the Galley has another Zerk ready.....

Also, we get a leader from this battle...... [party]

Physics is expensive, at 2000 (from Russia), but I take it. I want to use the leader on something usefull.....
 
(4) - Rome retakes Gordium. Oh well, we cna now kill a few units, then raze it :D Otto kicks our troops out - propelling them right next to Hippo Regius :D

Arretium is destroyed (near Umfolozi) to draw troops south.
A Cav in Gordium is killed.
Hippo Regius taken.

The friendly Phoenician tribes near Hippo Regius give us maps of their regions :lol:

Lux up another 10% - I have a bad hunch here.

(5) I was right! WW is at 46% now, a few riots all over :(
Artaxata loses 1 Musket - the Zerk takes no damage... We will meet again next turn.....

I also steal 2 workers that I promptly expose to captur (hoping that my Cav can attack Jerusalem next turn, the workers were in the way).

(6) The Romans come for the Cav, but cannot even reach the workers :D

Land troops near the (Ottoman) town of Pompei.. I hope they will take an ROP, then we can attack ROME! The Capital!

The attack on Jerusalem fails, no damage at all to the Musketman, but a Musket in Bapedi dies to the stroke of our Zerks axe.

Artaxata is ours, a Caravel sunk in taking the city. The rromans have what looks like reinforecment on ships next to it - too late :p
 
(7) The losers (i.e. Rome) have landed a sinlge Longbowman next to Artaxata. Oh well.....

The leader has reached the homeland - only 4 more turns to Eco!

The Ottomans squeezed 480 Gold out of me for the ROP at the end of last turn, but if we can get a few licks in at the northern end of Rome it may be well worth it.

Check out what they are doing to Rome:

Ottomani ad portas!
adportas.jpg
 
Looking good Carlos ! Can we maybe use the leader on a palace jump later ? Or we might save it for ToE - Smith's should be ours anyway with the prebuild.

Let's hope our republic survives this war....

Congratulations on the new apartment, Datsekkar ! We may need another player extra now though as Aggie will be gone for two weeks from Saturday onwards too, the lucky man. Thoughts ?

Edit: Don't the Otto's have horses ? :lol:
 
(8) the fighting and moves shows: the Ottomans are bypassing Rome itslef, going towards Gordion.

As the Roman Cavalry attacks their Musketmen, we might sneak our Cavalry trough and hurt Rome, maybe enticing the Ottos to atack the town. The town has three wonders, losing them would be a serious blow to Roman culture and also happiness - Sistine Chapel is there (how fitting!)

1 retreat, 1 straight kill - not a bad start against Rome.

Hispalis fares better: 2 zerks for 2 Musketmen. :(
 
I would like to join, I have won on Deity at least once. :mischief:

I would like to declare now that I didn't look closely at resource placement (apart from horses and iron), I honestly can't remember where they are.

If this isn't enough I understand, but this game is starting to look interesting!
 
(9) the Ottomans do go for Rome now! The troops that bypassed it last turn now attack from the southeast. In the end, a regular Swordsman kills the last defender and Rome is in Ottoman hands! :D

I also pillage a Roman iron near Jerusalem witht eh Musket that I landed last turn, he survived a Cav attack (kill, ntor retreat). Rome is really NOT capable to deal with these Guerilla tactics and a serious attack up norht at the same time.

2 Cav I landed next to Hispalis (risky, I know, I know, but I deemed it worth it as if that town falls, a lot of culture per turn and tax is lost to Rome).

They now attack - and succeed! The town falls! We traded two Zerks for 4 Muskets and a radiu-3-culture town! [party] [dance]That's why I want to stick to Zerks: we do NOT need to expose them until AFTER the attack, and they bring the same punch as a Cav!

4 workers get disbanded, two artillery units (a catapult and a cannon) go on the ships.

move our Cavalry past Rome towards Veii. Now a maritime attack on Veii and Virocoium would come handy....

(10) lose one, keep one Cav near Rome. The musket on the iron dies. A Roman Cav learns the hard way that Umfolozi is well-defended.

Mil Acad finished, order an Army there. Smiths rushed in Bergen.

Jerusalem repulses Cav attack, the idiots at least retreat and go back on the ship.

pillage some Roman lands - if we cna cut of Veii then Rome lacks a lux. The problem: Veii has a harbour :(


Gotterdammerung
Gotterdammerung.jpg



Good enoguh for you, jack merchant and aggie? :p
 
Why did I rush Smiths?

we really need the money, and we can get Newtons perhaps, too. But Newtons is nice while Smiths is essential! We will NEVER be able to do our own strong research, and a Palace jump to where? Seriously, keeping the leader much longer is a waste of possbile follow up leaders, and we have NO chance of jumping the Palace to the Otto/Rome island in the enar future.
 
Aggie, can you take this before you go on holiday? Otherwise I'll swap you with Anarres.

The roster:

Jack Merchant
Stapel
carlosMM (just played)
Aggie ----> up now
Anarres ----> on deck

You're right about using the leader for Smith's Carlos. I forgot we have the Heroic Epic.... (or do we ? I'm not sure ! We should at least be able to build it)
 
OK, I got it!

carlosMM, it's not a VERY big deal, but the military academy indeed was meant as a pre-build. And I would have voted against not using a leader right away, since we may get another, being military and all :)

EDIT: What's the tech situation at the moment?
 
aggie, jack: doh! That what you get when you look forward to have armies to land as protective umbrellas for Cavalry or armies of Berzerks to kill Riflemen....


tech: we have just started on Magnetism IIRC, I bought Physiscs, Russia Gems deal will run out and I suspect they will want Eco to prolong it!
 
Well, that team was easily refilled :)
Great turn Carlos :goodjob: And it's just right that Anarres got that free seat, as he is the one that made all this possible.

Well, at least I got some part in the action this time, meanwhile I'll find another use for my :hammer: - :p

Careful with the Ottos, would like to replace a monster with another...

Good Luck!
 
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