GR13 - AWE on LK's world map

0) 1200AD : mm a bit

IBT : the Persians take Swazi and move in their frigates and galleons, thank you !

1) 1210AD : the Mongols have rifles in their cities and began to rail !
take back Swazi
take Umfolozi
the MDI army is yellowlines by a longbow

IBT : 2 Persian cavs kill the MDI army
The Mongols drop 2 cavs and 2 Keshiks at Swazi

2) 1220AD : kill the invaders

IBT : The Aztecs destroy the Brazilians, one less on the list

3) 1230AD : not much

IBT : nothing

4) 1240AD : still searching for Karakorum

IBT : I do not know why, but a Mongol MDI and cav attack our full health knight army. Our swordarmies are not touched though

5) 1250AD : raze Zamua

IBT : gunpowder -> chemistry
we have 3 salpeter sources already connected

6) 1255AD : not much

IBT : Mongols drop a longbow at Swazi

7) 1260AD : not much

IBT : Persia drops a knight, Zulu an archer and India 2 WEs at Swazi

8) 1265AD : raze Khorsabad
kill the invaders

IBT : China drops 2 riders, Persia a knight at Swazi
a bab longbow attacks one of our healthy knight armies

9) 1270AD : get a leader -> knight army

IBT : Mongols bring in Argentina against us

10) 1275AD : not much

http://forums.civfanatics.com/uploads/47099/GR13_1275_AD.SAV
 
Roster:
Greebley
ThERat
markh
Northern Pike - Up
vmxa - On Deck
M60A3TTS

Does anyone have a program to determine the chances of a sword army losing against a Rifle in a city? Both on and off a hill?

Sword army attack is 6 I believe and we can assume an average of 18 hp. Rifle would get fortification and size 12 city defense.

We may want to send some cats/trebs if the odds aren't good enough or it is going to take too long.
 
I've got it. I'll wait a bit to see if anyone has an answer to Greebley's questions above.
 
lurker's comment: I've been using THIS program for calculating normal combat odds but I have no idea how the army strenght is determined and how accurate odds it would give to armies. You might want to give it a try though.

I think sending artillery at this point would be a waste of time as they only move one square per turn.. that's a lot of turns before they would get a chance of bombarding the city.
 
lurker's comment:

Salarakas said:
I've been using THIS program for calculating normal combat odds but I have no idea how the army strenght is determined and how accurate odds it would give to armies. You might want to give it a try though.
I use it too. Assuming an attack of (3 + 3*4/4) = 6 and 18HP, it says that the army would have a 92.5% chance of winning against a vet rifle on fortified in a hill city, 96.75 against a flatland city.

I think sending artillery at this point would be a waste of time as they only move one square per turn.. that's a lot of turns before they would get a chance of bombarding the city.
Agreed.
 
lurker's comment: I was about to post it and noticed the answer was already given...
I'd go against a vet hill rifle anyday for TGL, and chances are it'll be reg muskets rather ... lunchtime :yumyum:
 
Those odds are pretty good - good enough to make the Artillery not so good an idea.

How about sending a Knight army rather than artillery? They can get there quickly and will have even better odds. Additionally they provide higher defense if the mongols attack. 2 Knight armies would be even better.

I would definitely cut the roads before attacking so Rifles don't just go back in from other towns.

Note that we can probably close the choke with armies and not even be attacked - unless the Cavalry are an issue, so I definitely think that we can spare the two knight armies. I would do it so they are on the way if the sword army starts dying.
 
Using DES I got 100%. I used 6 for attack and said I had 4 units. Rifle def of 5 and city bonus and fort. I would prefer using knights thought. I find it unlikely that a cav will be 100% Vs a rifle in a city and that is what we are saying the attack value is in this case.
 
Don't we need a few more settlers going to fill in that desert? Maybe switch Ibabanago from a 100 turn aqua to a settler?
 
Tabriz which is the easternmost Mongol city we've found is the 5th that Mongolia would build in it's sequence, so we're getting warm.
 
OK, thanks for the useful input, and particularly the help from the lurkers. :thumbsup:

I like the idea of involving knight armies in the attack on Karakorum. We've already got one not too far behind the sword armies, of course.
 
also, don't forget to keep Swazi the landing spot for the AI, though we might need a few more arty there to fight rifles
 
"Are we there yet?"
"I think Karakorum was five exits ago, honey."
"Uncle Genghis is gonna be so pissed if we aren't there when he carves the turkey."
"Just give me the damn map."


1275 (0): I fire some taxmen.

I cancel a few temple builds. We need to fill holes with new cities, not cultural expansions.

I switch some towns to settler builds. We've got size-twelve towns sitting around with full food boxes, which is wasteful.

We're able to cut the lux rate to 10% without much difficulty.


1280 (1): We spot a stack of 44 Riders near Babylon.

At the choke we defeat nine Babylonian, two Greek, and two French units (13-0).

The 44 Riders move up to the choke, losing 11 HP to a knight army placed in their way.


1285 (2): We locate Ta-Tu. I think our sword armies may have overshot Karakorum to the north.

We dispose of four Mongol cav landed near Swazi (17-0).

We bombard the stack of Riders, then destroy seven (24-0).

We account also for two Greek and two Bab units at the choke (28-0).

The Riders move away to heal--but only one tile, so we can keep hammering them. :evil:


1290 (3): We strike down another twelve Riders (40-0).

We found Pressure Drop.

Chemistry --> Metallurgy.


1295 (4): Our trailing knight army finds Karakorum, which our sword armies have grossly overshot; they're 10-15 turns away from it.

We smite another sixteen Riders, and also two Persian cav (58-0).

We found Sweet and Dandy.


1300 (5): We slay the last nine Riders from the great stack (67-0).

We found One-Eyed Enos and Peeping Tom.

Only five turns, I'm afraid. Crashes, and difficulty reloading after crashes, have consumed the time I had available for this round. :badcomp:

Seven elite victories this round didn't produce a Great Leader.
 
Well, the upside of our having missed Karakorum so badly is that it makes sense to add knight armies from the homeland to the eventual attack, since they won't arrive too much later than the sword armies. The two knight armies in Alexandria can head out next turn, when they're fully healed. They should probably take the straight route, through the fog; even though there's a lot of rough terrain that way, it could hardly be slower than going north-east-south.

The knight army near This is heading for the choke, since I've reinforced the coast it was guarding single-handed. Our west coast from New Asyut down to Intombe is still very lightly held, though, and could use reinforcement.

The only enemy landing this round came at Swazi again.

Right now we have the choke completely blocked with armies, but I'm not suggesting we should do this all the time; we want our enemies to come forward to be slaughtered, when it's convenient.

We have three settlers in position to found towns next turn, near Turquoise in the northwest, Jenne in the west, and New Kahun in the east.

The two native workers next to Kahun (and probably others later) should be merged into the city. This town is too strong to be left to rely on its own slow population growth.

The fortified hill outside Alexandria needs a mine.
 
Finally:

GR13-1300AD.JPG
 
Good work on finding the city.

I would definitely send those two knight armies. Getting even in tech is essential to winning this game. Also remember to cut the roads around the city so no cavalry can reach it in one turn.

Also when we start the attack we need to be careful about attacking with injured armies. We need to win even if it takes us longer. I am thinking that if we are more than 4 hp down we should heal (i.e. attack if 1-3 hp injured), though maybe always attacking when at full is better? Not sure.

Roster:
Greebley
ThERat
markh
Northern Pike - Just Played
vmxa - Up
M60A3TTS - On Deck
 
My hope is that we'd start the attack on Karakorum with seven or eight full-strength armies adjacent to the city, and then take it in one turn, making second or third attacks with armies as necessary, though ideally not too many. I don't like the idea of a long process in which we wait and heal as the AI rushes new defenders.

With the knight army now around This heading for the choke, we can even put three knight armies into the new expeditionary force bound for Karakorum, rather than two, if we want. This would require more passive blocking of the choke with sword armies, and less actual killing of enemies, but I think we could get away with it.
 
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