Expansive Dreams

My concerns with an impi rush would be what if WK has copper.
I realize that the chances are slim but...
Impis vs. Axes would be suicide on our parts.
Plus impis would only shave 3 turns off of our trip.
Although impis would allow us to declare and move into attacking position on the same turn giving WK less time to whip up some defenses.

All in all, I would vote for the traditional axe rush.
 
Maybe go for a hybrid rush, get six axes built and headed towards korean borders then build impis so they can catch up with the main stack.
 
Yeah Impis are great for pillaging but they just aren't strong enough to take cities by themselves, especially against a protective leader. If we go IW next we may be able to get a few swordsmen in at the end of our buildup as well. Looking at our capital's BFC there's just got to be Iron there; I don't think I've ever seen a capital with no resources other than just the guaranteed two food.
 
I don't think we need to pillage if we take enough axes. After all we'd be destroying improvments in OUR new city. I'd say 8-10 axes would do it, baring a stronger defence force than I'd expect. Maybe some Impis just to protect our axes from potential chariots.

Remember Impis are also great scouting units so we could get a couple out in to the fog.

As for our second city I'd go with the plains hill too. Bronze in the 1st ring and multipul resourse captuer. Nice. Commerce site I guess long term.

Don't hold back on creeating workers. Maybe put some whip overflow in to them so that we can get our land developed ASAP.
 
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EDIT

Just a few screens

If you were wondering where the Indians were. Good old culture view.
Civ4ScreenShot0000.jpg


I recormend we get a unit up to these spots ASAP so we can see the entire BFC because....
Civ4ScreenShot0001.jpg


.... look at the production spike after Wang discovers BW. Could be coicidence. Or not.
Civ4ScreenShot0002.jpg
 
I'd do two suicide Axes per archer, 1.5 Killer per archer, and 0.5 Cleanup per archer. All in all that is: 4 time more than defenders for protective. If not protective then I would have 1.5 suicide and 1 killer, or 3 axes per. This is for 40% culture defence.

For 6 Protective Archers (God Forbid) 12 Suicide Axes, 9 Killers, and 3 cleanup: 24 axes is save, although without cleanup it is at 21 axes. :(

Finally: Wang could have four workers ready to mine four plains wooded hills, but I am guessing toward Bronze.

For Promos: these axes are either goinging to be stack defenders (Cover/Shock) with specialized promos for attack or city attackers (CR) for future experiance saved for maces and rifles. I promote a two-impi raiding party to get that copper mine, with two axes (To move in and) to cover it and make it useless for wang.
 
So one question we should ask ourselves is "Is it worth risking a rush when we have plenty of land to REX?". I'm up for a rush but only if it will work and won't put us in the toilet for the next 2000 years. If he's got Bronze then its probably off for a while IMO.
 
Well, a Rush isn't worth it: Axes and Protective Archers? That Far away? However, a raiding group of impis are needed to make sure they don't become a monster: Lots of Settled GS in capital +Bearucracy + Towns +Representation +Seawodon = crazy stron AI.
 
Guys? Where is our team? Should we rush or not?

Vote here:

A)Rush!
1-Axerush
2-Catarush
3- Phant Rush
4- Turn into Vassal Raze war
B) Raids
1- Raid often
2- Raid when their production, commerance and food numbers go up again
3- Raid at certain technological milestones
4- Raid once
C) REX
1) Nuff Said.
 
I'd say C BUT first get an Impi up there to see whats going on. If its ok up there then A,1.
 
Use Expansive to pump out armies of Workers!

I'll have to vote REX too: However:

'Reapply Raid when nesssesary'. :P
 
Sorry to hear that cripp...
This is an I got it for tomorrow.

I'll post a bit of a plan later on....
My vote would be to REX while annoying Wang Kon.
I still feel strongly that Seoul will make for an excellent GP farm so he should be our first target.
 
Plan is pretty straightforward...not much to do yet.

Tech pottery>IW for the gems and the iron in Ulundis BFC hopefully.

Settle the plains hill for the copper.
That city will start with a monument then move on to an expansive worker.

Put out an impi or two for scouting.
One will head up the coast to the NE while the other heads down the coast to the SW.

For those scouting impis...should I build the ikhanda first or just crank them out once the copper is hooked for quicker scouting???
 
If Ulundi is at its happy cap then build any workers in Ulundi, new city maybe go monument>(cheap)granary which is the major benefit of expansive so the city grows fasterer (this is not a proper word).

I'd send out our exploring impis unpromoted, they'll get experience or die trying (and should be fairly safe until barb axes appear).
 
My vote would be to expand beyond two cities ourselves before we attack, but consider an early dow for worker stealing/harassment with Impi for a later attack. More scouting is important too. If his capital is on a hill thats a huge problem.

Bear in mind that I tend to be a little weak on early wars. If I have land to expand I usually start peacefully. We don't really have any variant restrictions here, but maybe would could create some in the spirit of "expansion". For example, suppose we can't dow on anyone we don't share a border with but we must be at war with at least one border toucher at all times.
 
I also lack a certain something in early wars. Hence my caution.

Plan looks good sturick.

I'd go with unpromoted imips as well. Its faster that way.

As for varient rules I'm not so sure myself. We can role play the caracter abit but I don't fancy any hard and fast rules. If everyone else wants to create a varient I'll go along.
 
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