GR6 - Persia II - AW Demigod.

Ship chaining is an exploit I don't feel strongly about but most ppl consider it an exploit, so I feel avoiding it is probably for the best.

Covering all squares is ok if it is miltary. Since we can land troops on a square with only workers/artillery but the AI will not, I prefer we do it with Military units which makes it expensive.

Both of these I don't feel strongly about. I think making deals with an MA in it to break the deal is an exploit that is an order of magnitude worse than both of these, yet it is allowed.

[Edit: Sounds like good progress, TMcC. :D We should be able to do something with 15 armies.]
 
@T_McC - Did RP finish and do we have the elusive Rubber.

Does the 78 kill on land come mostly from landings? I doubt the armies in Mongola did that much. Of course, with having a few more armies...
 
T_McC said:
We have 4 Rubber and the Celts won't take a hint to stop landing.
:rolleyes: :rolleyes:

Well I haven't even read the full report, but it sounds like it was just as crazy during your turns...
 
15 Armies, and so far the score on land is 78-0.
:eek: :crazyeye: :lol: can make it 100 kills? wow, hope I get a little less trouble during my turns after yours...
 
I have a little more time now, so I'll take my turn after Rat as I suggested above, if that's all right.
 
Ya, that is fine NP. ThERat, you are therefore on deck.

Signed up:
Greebley -
LKendter -
Northern Pike - On Deck (swap)
T_McC - Up
ThERat - (up after NP)
:confused:
you mean I am up after or before NP? Actually I can play this tonight S'pore time nicely after T_McC and NP can play tomorrow night US time, just nice I guess, but if you want NP to be first, that's also fine with me
 
GR6 - Incoming!

1450 AD (0)
Did someone say we were almost to RP? Due in 6 turns at a massive deficit.

That is one ridiculous swing of income for a 10% change on the sliders. -26 gpt to +60 gpt. So we alternate and probably get in in 6. Only good news is that means less trying to figure out who gets CEs and who stays with Scientists.

We have 73 shields in the box and make 21 pt, so ToE in 26 turns. One more rail cuts at least 1 turn off of that.

Squeeze out a couple of extra Scientists.

We're only at 42/47 for domination. Maybe Communism would be a good idea, but we're not going to get there anytime soon.

<Return>

1455 AD (1)
Celts land 9 units, Mongols land 4 on the Saltpeter island.

Kill all 13 without loss, promoting the two-member army in the process. [13-0]

IT - Lose a Frigate to a Man o'War [13-1]

1460 AD (2)
Kill 4 Celts, lose another Frigate attacking an injured Ottoman Caravel. [17-2]

1465 AD (3)
Mongols land on Salt Island with 3 Cavs, dismissed.

Kill 7 Rifles, red-lining and retreating the 3-member army in the process, then kill 1 Cav and ...

GR6_Mongol1.JPG


End up in neutral territory on a hill, with a 12/17 Army covering. Also picked up a Cannon for a defensive bombard (will significantly reduce the chances of being attacked on the next IT.)

Take a slight gamble and move out with the 2-man Army and 3 spares to fill it and the 3-man army. Four Frigates covering the transporters. Only way this gets ugly is if the Celts drop off >12 units on a single IT. [31-2]

IT - Not to say the AI doesn't respect us, but they attack our Frigate with a Caravel. We do win. :)

1470 AD (4)
Celts land 6 units in ex-Arabia. Let's see what we've got down there ... enough to kill all that.

The Ottomans are participating with 4 units in ex-Egypt. Red-line two Cavs in doing so, but kill those as well.

On the homefront ... Celts land 6 more in their favorite spot. Oh, the Ottomans landed 3 foot units up there too. Pop a leader vs. the Celts. Think I'll save that Army for Infantry if we need a beachhead sometime soon. Next Elite attack ...

GR6_TwinLeaders.JPG


We're still not at our limit of Armies, but it's starting to get silly. That's 14 Armies and growing.

Well, the invasion still isn't over. Kill last Celt unit. The Ottomans can't attack anything next turn, so they can wait. The Celts can't lose 12 units/turn for too much longer.

Check that, I haven't used the Immortal Army yet, so kill the three Ottomans. [54-2]

I think one of the Armies will go off on a reconnaissance mission once the next group lands.

IT - English sea-bomb cities in ex-Egypt, and then land a couple of Cavs on the opposite side of the island. Nice use of combined arms, Junior.

1475 AD (5)
Celts have also landed 2 Cavs. Get a nice round of bombardment in on the Celt ships, then realize our only Frigate in the area is red-lined. :cringe: Satisfy my bloodlust by whacking the two Cavs. [58-2]

IT - RP comes in, and the Science Advisor reads my mind. Grudgingly, we go for Medicine next. We can get it in 7 using 10% science, so we'll have some money to upgrade if necessary.

1480 AD (6)
We have plenty of Rubber (4), so someone or two is likely without.

Celts hit ex-Arabia with some crap. Whack 4 units. Mongols decide it would be a great idea to put a Settler right in front of our Armies. :nono: Next!

Cannons are expensive to upgrade (120 gold). Might have to build fresh Artillery.

Celts finally leave boats next to shore, let's bombard and thin the herd. Frigate sinks Transport! Frigate sinks Frigate, then we lose one. Naval combat seems to be a coin flip regardless of the circumstances.

Land the 5th Army on Mongol soil, and send a 13/17 army on recon. Stick to hills initially. [65-3]

1485 AD (7)
Lose a Galleon on the IT, apparently our Frigates don't understand group GoTo orders.

Celts land 6 units, kill them all and pop another leader. Form another army, and load it with the named Elite Cavalry. Two-man for now, but we'll get two more soon. :)

I think I caught the Mongol point of disembarkation, so far 7 units have been killed and no sign of the city falling. Get two more and Kazan (MoM) burns. This time we get two Cannons. Whack another Mongol Cav/Settler pair. Re-con army had to double back to get those guys. [81-4]

Bump Science up a notch and go looking to put Engineers to work. No real hurry as no one else is building ToE.

Do a bunch of MM to no real affect.

1490 AD (8)
It's almost to the point of evacuating all of our coastal cities because I'm tired of the MoW bombard animation.

It takes 4 Mongol boats to drop off 1 Cavalry on Salt island. Then whack another that was dropped in ex-Egypt. Our attacking Elite Musket didn't pay off. [83-4]

IT - Things are about to get real interesting. Celts drop off a Flak.

1495 AD (9)
Ex-Egypt is clear.

In Arabia, 8 units have been dropped off. Four Ottomans dispatched. Then four Celt Rifles killed. That was all but 1 offensive unit we had on the island.

Salt island is clear.

Celts have dropped 9 units in their favorite spot. After the Army kills 5, an Elite Cav pops 4th leader of the round. That would be Army #16, and the third member of our Elite Cav Army. Then lose 1st ground unit of the round. All Elite Army kills 2 more, then lose a Cav to an MDI. :mad: All Elite Army finishes it off. [100-6]

Start formulating a plan. Up to the next person to execute, however.

IT - Win vs. a Frigate, shore bombardment kills a Library in ex-Egypt. :rolleyes: Celts land nothing.

1500 AD (10)
Celts start ToE. We have a 293-shield head start.

Ottomans drop 4 units in ex-Arabia. Four Elite victories bring no new leaders. [105-6]

Final Notes:
The Celts have Flight, and they have Oil. I think we go for them right now before they can build many Bombers. In our SE corner we have 5 Galleons covered by 5 Frigates. We have a 3-member Cavalry Army, four Infantry and an empty army, an extra Cavalry and 5 Explorers. The fleet cannot set sail this turn so it would be easy to cash-rush the final 5 Explorers to fill out the Galleons. The 5 Cavalry armies we already have on that continent will be healthy enough to move next turn. I have not yet seen a Celt Bomber or Infantry so it may be possible to burn some cities before a Bomber force is assembled. Once the Infantry army gets over there we can defend the Cav armies with a defense-20 unit, so not every Bomber will hit or take 3 HP of damage. While we're at it we can use the Explorers to rip the territory up and hopefully whack their oil source. I don't think there are any restrictions on regular units pillaging, although maybe we say you can only hit the 21 tiles of the city the Armies are attacking.

Lumberjacking in on-going. I have tried to put railed mines on any Tundra tile that has already been cut, but we'll probably get some duds. Our workers are rapidly running out of useful things to do, especially in ex-Egypt.
 
Final Score on Sea: 4-4
Final Score on Land: 101-2 :lol:

I guesstimate we killed 3000 shields of units ... from the Celts alone ... including the AI cost discount. :eek:

Picture below shows our Armies and the general direction of the Celts. We can have everybody in place in about 6 turns, but the five Cav armies can probably get a head start on hitting something. With so many armies I don't think we are likely to lose any of them unless the Celts have 10-12 Bombers. I figure if we don't go now it's only going to get harder until we can build Carriers and Fighters ourselves.

The odd shore defense in ex-Egypt is because I got sick of the MoW shore bombardment.

GR6_Overseas.JPG
 
The odd shore defense in ex-Egypt is because I got sick of the MoW shore bombardment.
It sounds like the cities are empty. We had better not leave it that way to long. Marines may show up sooner then we expect...
 
ok, unless NP wants to play right now, i could play in 10 hours time and post by the end of my day.

One questions though, are we allowed to get towards the Celt land with our landed armies without razing the towns ahead. Thought we aren't allowed to do that, but must fight our way forward?
 
ThERat said:
One questions though, are we allowed to get towards the Celt land with our landed armies without razing the towns ahead. Thought we aren't allowed to do that, but must fight our way forward?
That was my understanding. I would like Greebley to confirm that.
 
I checked the 1st post by greebley and it says
Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat)
so, that would mean we can't just run towards Celt land, I will try and raze cities in the shortest possible way towards celts, but no bypassing
 
Rat, please go ahead and play before me, and don't worry about your turnaround time; just play at the pace that suits you. I'm sorry if I've contributed to any confusion, but this was always what I had in mind, e.g.:
Northern Pike said:
I'll take my turn after Rat as I suggested above, if that's all right.
 
Roster is:
Greebley - (after NP)
LKendter -
Northern Pike - On Deck (swap)
T_McC - Just Played
ThERat - Up

I think I got it right this time :D

Excellent work TMcC. BTW, this game has a good chance of lasting long enough to make communism worthwhile. (My main argument against it in the past was that it makes no sense in the final stages of the game - it takes time to set up and become cost effective).

We should decide now though as strategy is different. So the question is:

Do we want to switch to Communism?

I am not really sure myself, since I am not sure how much longer the game will last. Right now I am willing to go either way.
 
agree on switching, but I guess we would want to get medicine and scientific methods first before the switch, isn't it?
btw, which free techs should we chose?
 
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