Handy 18 AWD small - Celts

I think we should let them attack, I guess that's far more efficient than defeating those stacks.

I would position 2 armies to force them to attack the city and let them take damage as well.

Once we have RP we can locate the rubber and disconnect so they will build rilfes only. By the way, i think we should have a defensive army in town, a inf army would be nicer, but we can afford to have a rifle army as well.

As for the Roster, it now seems very messy. I was thinking about it, and maybe people can give input whether this is ok.

Greebley - played, swapped with Matt
Handy - up if you can play during the week
Bugs - on deck after handy?
Rat -
Bede
Obormot
Romeo - could also take his turn during weekend
Matt - taking it on the weekend
 
handy900 said:
We need to make sure we allow Matt to jump in and play on the weekend. :thumbsup:
Romeo has first claim to it this weekend. ;)
So I will play after he does this weekend unless he can't take it for some reason.
 
If handy900 plays today, Bugs can jump in first and then either Romeo or Matt depending who claims it first.

Romeo has his thesis tomorrow, after that he will be having some :beer: and maybe wake up to realize it's saturday already :lol:

So, I guess after Bugs it is whoever claims it first of the 2 of you.
 
If Handy plays today, I can play tomorrow. The weekend will be hard for me.
 
TheRat is right on my timing. Monday is the first possible day up for me. I also ripped the skin on my right hand down to the bone tonight, so moving the mouse is hard and hunt and peck is my only typing technique.
Physics lesson for y'all. 215 lbs traveling at 18 mph, lands on one hand on gravel surface. To make it all worse it was due to the fact I tripped and I was still out on the softball play. Translation = romeo managed to freak out his wife with a reall nice bloody hand. The drinking tonight was to numb the pain enough so I could wash the gravel out. Arggh I ramble only beacause I can't sleep. Anyway, bugs should take it on Friday if he can play.
 
Ouch Romeo :eek: That sounds painful. Hope it heals quickly for you (and that you had your thesis mostly done).

I am not suprised your turns are taking awhile Handy. The number of enemy units is quite substantial. We may even not be able to handle the assault and have to block off again. The fact that we were building factories made the unit output reduced. If we can't deal with them all, Rep Parts and Artillery is our best bet. Once we get RP, I think we will want to run low science and get our cannon and such upgraded.

Another alternative might be to block the Infantry so they run back and forth every turn around our armies taking damage each time. A bit cheesy though taking advantage of the AI (you switch the opening from one side to the other).
 
Three more armies. :D
Add 2 more cav to the newest army when you ship some more over.

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Turn 1 1255
Portugal is gone.
Move the cannon a little further north where I’ll settle the hill to extend the gauntlet a little bit.

Turn 2 1260
Lose 1 cavalry but gain two leaders that become armies at the Gold Hill Gauntlet
Raze Hastings. We are light on troops since we are building factories, so I think I’ll just be biding my time and perhaps raze some Bab stuff on these turns. I plan to send armies to pillage the hell out of America. We can’t really expand anywhere until all the American infantry are gone from the gauntlet.
Found Gold Hill, add a settler then disband a worker and rush the walls @ Gold Hill.
Set up a ship chain with Faro Island as a way station.
Change a bunch of 4 spt cities to cannon. I hired police to turn these into 5spt cannon cities. We need more cannon or else all that infantry could overrun us. The gauntlet they must run is a long one, but cannon miss a lot and we have very few cavalry to attack with until the factories come on line.
MM to get more gold +173 and still pull electricity in 2. I want the cash to upgrade pikes to rifles so we can ship them over the seas.
Upgrade two muskets.
This may take a while since I am checking all the cities. Lot’s of stuff we need to mine since we are pinko commie now.

Turn 3 1265
No time for coal plants, we need 2-turn cavalry from the new factory ASAP. I think we can bag ToE and build Hoovers later if we want to.

Turn 4 1270
RP in 9 turns.
Upgrade some pikes.
Kill a few infantry.
Disband 3 cannon in Gold Hill to get a temple so we can grab the dyes.
Gauntlet looks pretty good. We can position the armies to force the infantry to take a snake like route, which allows us to shuffle cannon & bomb them so they must retreat to heal. I am placing cities south of Gold Hill so they cannot heal inside the gauntlet. :hmm: The gauntlet needs a name.

Turn 5 1275
Gauntlet looks pretty good. We killed a few more infantry with no losses. Getting them to spread out has helped some. Elite wins produced no leaders this round.
I’m setting ships us to move Babylonian slaves across the sea after we raze some of their cities. The armies need to heal first.
Playing with the MM for max gold is taking a long time.

Turn 6 1280
Set continental rally point for the troops going overseas.
Should be an interesting IBT. Large stacks of 4/4 and 3/4 infantry are in the gauntlet. I wonder if the 4/4 will move toward the empty city or attack since they have numbers.

IBT
One win and the rest of the AI infantry advance if 4/4 or retreat if wounded.

Turn 7 1290
The infantry line reaches to New Gergovia. We need about double the cannon we currently have.

Turn 8 1295
Excellent results. We lose a couple of Cav but the cannon and armies took a good toll this round. The infantry is spread out enough that we can get some hits in. I think about 60% is left, and we are getting new cavalry & cannon each turn now. Should be able to clean the rest up during the next player turns.
We also razed another Babylonian city to take some cultural pressure away and we got Dyes. :D
58/75 :goodjob:

Turn 10 1300
Lincoln tried to plant a spy.
America is now regularly dropping units in the far north of our homelands. See the pictures. The GS armies are up there.
Elite MI beats a redlined infantry and pops 3rd leader this set. Payback for all our Cav losses versus redlined infantry!
The new army only has two units, so add 2 more when you ship over new cavalry
RP in 3 +102.
It should be pretty easy to kill the Americans from here on out. They have too far to walk to ever reach the unguarded gauntlet city of Fools Gold.
I never did start ToE Prebuild. We are so close to domination we probably can skip it.
 
Greebs or Matt can take it. I won't have it up until Sunday if I took it.
 
most excellent set-up and execution. With RP soon there will be no more American inf since we will disconnect their rubber. As for the Roster, this is what we are looking at

Greebley - played his turns this round
Handy - just played
Bugs - on deck after Matt
Rat -
Bede
Obormot
Romeo - injured and taking it slowly
Matt - taking it on the weekend
 
I sucessfully defended my thesis yesterday. Due to more commitments I could not fortify myself properly. That will happen this weekend, as I will be healing and "fortified".
Thesis defense made me more nervous than my wedding.
 
lurker's comment: Congrats on your thesis !!! [party]
romeo said:
That will happen this weekend, as I will be healing and "fortified".
:lol:
 
:goodjob: Romeo, that's great news, enjoy and relax and heal your hand properly

I had a look at the game. I'd say 20 more turns and we have wo the game. Our cannons are massive and once we raze some English towns, we can easily settle.
 
Congrats Romeo! Mine is still two and a half years away. I'm not looking forward to it.
 
In the game are we going for conquest? I like conquest!!
Domination seems like kind of a cop out for the way this team and this game is going.
 
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