GR6 - Persia II - AW Demigod.

Regarding a steal of AW, I like the idea, but our spy with the Celts is so valuable in letting us look into their cities that I don't think we should risk him in anything other than safe steals.
I agree we need this spy, I was able to check our neighboring towns for 14/20g each whenever needed to check on the unit strength. This was extremely valuable information in order to decide on the strategy.
That said, I actually went for 2 careful steals and it worked. I tried not to go below 1000g for our wall street effect.

By the way, there wasn't a single landing on our core Island, I think we can shift the Cav army over as well. heaviest landings always on the Island to our south.
 
Update:

Well I nearly lost the game. I didn't realize that sabatage production increases drastically in cost as you aproach completion. The UN build also sped up on us and my Artillery was going to be a turn late. By parking the armies on different squares and pillaging with what units I had, I was able to slow it by one turn and barely take the city sacrificing a Cav army in the process. Closest I have ever been to winning/losing I am going to end up playing over 10 turns as things were way too complex to hand over the game at turn 10.

We did make it to the modern age and got rocketry as our freebie. The Celts have started the UN again :gripe: - I will start a UN prebuild.

The only modern tech the Celts have that we don't is Fission.

Full report will be tomorrow.
 
Sounds wild. :eek: I look forward to the full report.
 
this is an exciting game, who was the one who claimed this:

Thirteen turns to burn the UN is no problem.
:lol:

really looking forward to your report, Greebley. Let's get this UN thing as soon as possible.
 
Well ... 13 turns wouldn't have been a problem. Ten was. :p

We do have to start thinking about attacking someone other than the Celts. Having a solid pre-build for the UN will help.

We should also be on watch for being able to trade in an Immortal Army for a Tank Army. I'm sure we're close to our limit in supported armies so that could become an option soon.
 
Also, we still have considerable latitude to found minor cities just to support more armies, on the islands if not at home.
 
Well my brain is finally starting to be able to think civ, although this cold still has me at 1/2 speed.

I saw the discussions come back to taking out England somewhere. We are at 46% of the world's territory. There is simply NO way to get another 20% via England and every junk island on the map. The number of unclaimed tiles in Persia, Egypt and Arabia is negligible. The ONLY way to get domination must include part of the continent with the bridgehead city on it. It is going to be rough, but IMHO any other path is wasting our time.
 
Yes, we have to take land from someone other than England. But the point I was trying to make was that first we take all of England, then we're starting the conquest of the main island with 55-60% of the land area and we can probably attack the Ottomans for the balance of the required territory. Last I saw they had Infantry and no Bombers vs. the Celts with TOW. Trying to get 10-15% of the remaining land vs. the Celts will take a long time. Even against the Ottomans it won't be quick, they have a load of troops too.

A dozen Tanks + a few Infantry and Artillery to leave behind should wipe out England. It's not like we're in a great position to make quick gains vs. either the Celts or Ottomans with all the troops they have, so the turns lost by not having all of our troops on the main island should be insignificant compared to the territory gained. We should have complete control of the seas now, especially if we're using our Bombers against the Celts irreplaceable heavy boats. I don't think we can lose much shipping to Frigates/MoW against Cruisers/Destroyers.
 
Bridgehead city is our main push. We are sending tanks over there and now have tank armies there as well. I have decimated most of the Ottomans Sapahi by unblocking the choke. Luring the celts is harder as they go second and the Ottomans block any attempt to lure them. There are huge numbers of units to wade through - I have seen a Ottoman stack of over 100 units.

England however could probably be handled with a 1-2 transport loads of ordinary units. I will try to remember to include what their forces are in my report so we can discuss.
 
The other thing we could try is to use our Transports to start attacking the Ottomans in their core, rather than up near the Celts. If the Ottos and Celts don't have an RoP, they should really get in each other's way to reach where we are attacking.

Can't remember whether there is a point where we could string 3-4 armies across the peninsula and block all traffic south of it :confused: ... if there is, that could make picking up some of the land easier.
 
If we are looking for ways to pick up a few more tiles we have another thing to consider. If we build a few marines we could easily take out Egypt (no rifles!) and probably the Mongolia city to. It is only 20 more tiles, but it still a little less to claim on the Celtic land. If we leave two units in each city, I really doubt the AI will make an attempt for it.

LAK-858.jpg
 
T_McC said:
Can't remember whether there is a point where we could string 3-4 armies across the peninsula and block all traffic south of it :confused: ... if there is, that could make picking up some of the land easier.

I'm not sure this is what you were talking about, but we could quite easily isolate the Ottomans' southern peninsula with a couple of armies around Istanbul. Then this peninsula, England, and the minor islands would probably get us to the domination limit. This would take a while to set up, but if most of the Ottomans' strength is far to the west of Istanbul, as seems to be the case, it might be the way to go.
 
Tank armies can handle TOW without too much difficulty. It is easier than cav armies vs Rifles for example. We have done enough damage to the Celts that I think they must be starting to hurt. I am not sure we want to avoid them or not.

I am guessing the Ottomans probably have more units than the celts. I didn't actually check this, but it seems true.
 
lurker's comment: It seems to me that once you break the Celts back, the Ottos will fall much easier. Razing 3-4 more of the original cities will decimate their ability to fight. Once their ability to produce is removed, cleaning up stacks of units is possible, if unfun.
Luring the Otto's in and grinding away their offense while you are manuevering is a good idea as well. Insta promotions for your new tanks.
I would keep the Mongols alive as the Celts are/were fighting the Mongols, and thus the mongols are not going to vote for the Celts. The alternative is just building the dang U.N. for yourselves, which it looks like you guys are doing anyway.
 
Greebley said:
I am not sure we want to avoid them or not.

I take your point, and Romeo's. It's almost always easier to persist with the campaign you've got going, even if it isn't the theoretically ideal one, than to open a new front.
 
I had to reconstruct some of this report. I think I got it accurate...

Preturn: I make a few minor Adjustments.

IBT: There certainly are a lot of units. Boats Bombard our shores.

1792 AD: Raze Nemausus using the Tank army and Raze Glevum with Bombardment and a Cav army. This will allow our armies to join one another.
My tanks do poorly in Beachhead City. I am trying to promote them to Elite. but 3! full health tanks lose to full health Rifles.

I attempt a careful steal and fail. Immediately replant the spy

IBT: More Bombard. No landings

1794 AD: Advance our Armies toward Lugdunum. I decide to take the route by Caractonium. Our Tanks continue to do poorly. A singe Rifle takes 1 hp total while causing 2 tanks to retreat (we are not talking on mountains here either) None lost this time though.

With the Celts having no more subs, I am going to try to transport more stuff to the Celts lands.

IBT: More Bombardment By boats

1796 AD: I bomb a city and destroy a 2 Bomber and 2 Fighters. Celts have 1 Bomber left.
Disband an Immortal Army This is because our Army city cannot build one. We have hit our limit

IBT: Bomber bombs our Army. More boats.

1798 AD: In a show that the game is turning in our favor, I sink 2 Celt Transports before they land.
A bunch of Artillery (19) arrive in Beachhead.
Our attack on Caractonium is finally in place.

We steal Atomic Theory

1800 AD: Attack Caractonium (Big size 19 city) and Tabriz (small Celt city near beach head)
Sink Some Ottoman ships

IBT: We are slowly pushing back on the boat attacks.

1802 AD: Get a Leader attacking Tabriz. Disband a second Immortal Army. Tabriz is razed
Armies near Caractonium heal - we killed a few TOW but took damage.


1804 AD: Many Armies are real low one HP (infantry is at full) but Caractonium is Razed
I check how far they are to the wonder, and it is 5 turns. That is a problem as our Artillery will arrive in place to bombard in 1812 when it will be 1 turn. Checking on the cost of Sabatage, it has increased more than I thought it would have. Stealing Atomic theory may have been a mistake. I wasn't expecting the price to jump. We are now farther away from Sabataging production as compared to before.(Even an immediate has jumped to 4k).

I am guessing the cost per shield increases as you get closer to completion? Either that or I messed up my calculations. Does anyone know this? I rarely need to sabatage so I don't know the ins and outs.

e.g if you double the shields, the cost to sabatage may be four times as much (or something like that)

If we have to just use our armies without any Artillery we may not succeed.

1806 AD:
The Armies that attacked are healing up while the Infantry army and artillery advance. This will give them some healing which they badly need.

We Raze a town near our Beachhead I forgot to note its name and its not worth reloading just to look it up.
This also means that speed 3 units cannot reach our baracade in one turn. I am going to open up the choke.

IBT: General Ottoman and Celtic movement toward us. 3 Sapahi make it to outside the Barracade/

1808 AD: More healing of armies and Artillery advance.
We kill the 3 Sapahi.

IBT: Sapahi completely block the 3 ways to get to the barracades. The Celts head back. Ugh! I was hoping to lessen the guard in Lugdunum

1810: Slaughter about 25 Sapahi. Going to play over to end the UN threat

The armies have to advance even though they are not wholly healed. A thought occurred to me - I can place the armies around the cities and try to cut down production and get the extra turn I need to use the Artillery. We can also do some pillaging with the explorers.

1812 AD: Well we do our best. Lugdunum is on a hill and our Tank army is still injured, we NEED the artillery support. The armies are spread out on the mountains and hills. The explorers are willing to sacrifice themselves to pillage key squares.

Investigate the city and we have a reprieve! It will take two turns to finish the UN! Now all I have to do is take the city in one turn.

I also move my armies to open up the floodgates in such a way that the Ottomans will not be able to block the way. I am hoping to pull out defenders out of Lugdunum.

Attack some more units and finally get a leader. The cost to Sabatage is now very high.

IBT: Mass Celt movement (and Ottoman) toward us.

1814 AD: The bombardment weakens the defense, but there is enough defenders that it is not a sure thing. The Tank army kills a 3 hp one, a Healthy Cav armies HP just melt away - it barely manages to kill the last 3 hp TOW, Almost healthy Cav army kills the first 2 hp TOW quickly, but drops to 1 hp on the second attack, retreating. Decide to use the Tank army next even though it is in the red - it has the best chance - it wins, a half injured army fights the 1 hp TOW and there are Flaks on top.

The rest of the Cav armies handle the Flaks, though I leave an army with 3 hp on the city square. Lugdunum is Razed No idea what wonders I just destroyed, but I know it was a lot of them. Lugdunum was the lead city in culture.

Fortunately, I didn't have to use the Infantry Army as that would be equivalent to giving the Celts our Artillery. The injured armies use their remaining movement to hide under healthier ones. They should be safe. Urgh! That was nerve-wracking.

The immediate threat of the UN is ended for the moment

Well I can spend the money I have. Safe steal nets us Electronics. Welcome to the Modern Era. We get Robotics as a Freebie

IBT: The Celts start the UN again in Richborough - Size 22 on a hill. Lovely. On the plus side it is near enough to the oil that the explorer can go pillaging it.

I am going to even out the turns to 1820 need some cleanup rounds anyway

1816 AD: Neat - we have razed enough Celtic cities in the area that there is a small piece of non-Celtic lands where are armies are.

1818 AD: Build an airfield and ship over a bunch of units. I think we have enough units to hold off the attacks.

IBT: A whole bunch of attacks. We lose a TOW and an Infantry.

1820 AD: We build a Barracade to eliminate the Airport - so our units can heal.
Our injured cav armies (from taking Lugdunum) and Inf Army are about two turns away from full health.
Attack Rutapaie which has a ridiculous number of units in it this turn for some reason.

Notes:
The Celts keep switching which city is building the UN. I will post a screenshot. You can see our forces to the right. I am more inclined to continue attacking them. They are running out of strong cities. We have razed much of their main core.

The Celts have 2 Cavalry (they had more but they impaled themselves against our Infantry Army), 118 TOW, 88 Rifles, 6 guerilla + some other lesser stuff
The Ottomans have 12 Rifles, 161 Infantry, 4 Sapahi, 39 guerilla + some other lesser stuff.

I was sending some artillery over to near Richburough. This makes Richborough a decent target with the Armies that took out Lugdunum since more artillery can join that stack. The biggest problem is that Richborough is no longer the UN city.

I do have a lot of armies over on the far continent group of 5 attacking Rutapaie near the Beachhead city, 6 were part of the Lugdunum attack, 3 guard Beachhead which is safe as long as the armies block access to it. one on the rubber and two by the oil.

One other Army is on the main island which the Celts have been most recently attacking. and one on the Egyptian island. There is a transport get the army to the Arabian island, so an army can go from island to the other and still attack

We have a Hoover build as well as a UN prebuild. Our Palace completes in 12, so we will win the UN race if we can steal the tech by then.

The only modern tech the Celts have that we do not is Fission.

The Celts Lands:
GR6_AD1820.JPG


The current UN city:
GR6_AD1820a.JPG
 
Great stuff. :thumbsup: Who would have thought around 500 AD that this game would become so dramatic?
 
Well I will give it a shot...
 
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