Handy 19 Grumpy Old Men try AWD standard map

once we have indust., we can check whether they have corporation already. I will decide by then, if they don't have it, then I choose AT/electronics, else corp+refining.

Is that ok?
 
I think staying in Monarchy is smart.

Rat I agree with your science logic.
 
I think monarchy is fine. We can hurry any culture we need with engineers, and cash rush the other stuff we need. 8 turn anarchy would really slow us down. Factories in the core will pump out the units we need to win. Especially armies built in the the capital. No reason to build Hoover in the capital, we need armies coming from there.

We have several cannon that need to upgrade to arty which can knock Bab cities down to size 6 for attack. We may lose some cav to redlined infantry, but we will also have chanches to fish for leaders.

I like your tech logic. We can win without Hoover (although I'd build it anyway), and pillaging oil is a priority.

Rat I failed to mention in my notes there are several galleons working their way south moving counter clockwise around our continents sothern tip toward Gulfport. Cash rushing galleons is a solid plan. Just to be safe I would wait until you have a decent stack of galleons to move the new Army that is waiting near Gulfport across the seas. Using that army as cover with cannon support the cav should be able to begin to work on Babylon and fish for elites. I don't see a need to attack England or Carthage at this point. We can work on Babylon's culture.
 
I agree with Rat on research path. I thought about it and i agree that hoover is not that important. Corporation and Refining might me a better choice even if the AI are not close to bombers.
 
Pre-Turn
check about techs and stuff:
Babylon: up Indust + communism, down medicine 19 cities fascist
England: up Indust + commie, no tech down , 9 cities democracy :eek:
Carthago: down medicine, RP , 15 cities republic
we have 91 cities

fiddle here and there, get Grand River to 3 turn Cav
try to get our cities to expand faster for more scientists later on (now 138)
also change quite some towns to teples for border expansion,we might want to go for domination
bombard a Babylon convoy properly to 1hp

IT one of our filled galleons gets attcked by babs frigatte, but survives with 1 hp :)

1.1405AD
shifting those galleons north will be a slow process
cut Babylon incense off

IT Babs landing, we get industrialization, switch off research

2. 1410AD
intel check, babs do NOT have corporation, but England
decide to better be safe than sorry.
repel the 2 invaders, go on a elite hunt find a pike but the win doesn't generate a leader :(
major MM for civil engineers and taxman for 1 turn

handy191410.jpg


3. 1415AD
we do have oil :dance:
it was a good decision to go for this, since the English have at least steel as well
and they have oil, its near our army, pillage and
handy191415.jpg


we need to take those Islands since Babs have an oil source there
MM and steel is ready in 6 at some deficit

decide to send oever 3 loads of galleons in the south where English have some towns

IT Carthago sinks one of our empty galleons

4. 1420AD
pillage in England
send 2 parties to Carthago and English Island

IT Carthagian frigatte sinks this time
ouch, we get English and babs landing on Island (7 units total)

5. 1425AD
lose 2 cav taking out the enemy

we make 2 landfalls

near our home
handy191425a.jpg


overseas
handy191425b.jpg
 
handy I didn't finish yet

turn 6-10:

IT :lol: 5 English cav attack, 2 killed and 3 retreat, we lose none

6. 1430AD
attack and kill 5 units in Liverpool (defended by rifle), capture town for 99g
now I hope their WW will hit the roof soon
send 2 more galleons overseas to support army

IT get a lame landing from Babs

7. 1435AD
destroy Karana
the lame landing gives us a MGL, which can be used to take that oil Island from Babs

IT we get more landings on the Island that's popular with the AI
we also get 3 more border expansions


8. 1440AD
take out last babs town on jungle Island
repell all 8 invaders and almost lose cav army :eek:

IT we got more landings there, need more help
get steel, combustion in 7

9. 1445AD
check and see that England does NOT have combustion yet
we could beat them to flight and them bomb them away
found Niagara Falls 2 on jungle Island
while repelling 7 carthago Cavs get another army, lose a Cav there
first city we take out overseas is Chicago, that was Carthagian, lose 2 cavs in the process
this should drive WW for Republicans very high

IT and more landings on our main Island and the popular Island, it's getting really bad

10. 1350AD
found Cattaraugus 2 on jungle Island
clear 4 Babs units on mainland
defeat 12 Cavs on the other Island

units in the south move towards north along the coast to pick up new more units, we need mroe arty to be able to attack Infantry towns
I have been building temples to get border expansions
now we employ 195 specialists and have 0 unit support to pay
combustion in 5

save
 
the all important pillaged English oil
handy191450a.jpg


our southern invasion force currently only 2 arty, 2 more to arrive soon
handy191450b.jpg



the big battlefield in the west, note the oil on babs Island
we need to invade this Island from our islands (we have 2 cav armies that can go over once we have more units
on the bottom, you can see a wounded army thats where the AI loves to land
handy191450c.jpg
 
Nice work. :D

Maybe we need some walls, arty & infantry on the islands they keep landing on.

As an alternative, a city on the main continent will attract all the AI. Place an infantry army in the city with walls on a hill along with some cavs and arty and we can pop lots of leaders.

Sounds like you did well on the leader front. :D


Rat said:
handy I didn't finish yet
oops :blush:


Roster
1. Handy
2. ThERat
3. Greebley UP
4. Bede
5. M60A3TTS
6. Obormot
7. Sir Bugsy
 
Maybe we need some walls, arty & infantry on the islands they keep landing on
I was able to defeat all their units whenever they landed although it was close at times especially in the end. But, I guess we will get a breather now and can send over more arty (we have already a number of cannons and 1 arty there). It was a perfect leader farm (we now have 2 Cav armies which can be sent over). Anyway, once we have combustion, we can build transports and send 4 unit armies overseas.
It would be good to go for espionage after we got flight and MT so that we can have a better clue what is going on.

By the way, the English have no salt at the moment, after it was pillaged at New York. I would love us to raze New York to make them go into anarchy. After capturing Liverpool and killing units, I wonder how they can manage WW.

As for our core cities, capital has a factory and coal plant and makes some 60+spt now, which translates into a 6-turn army.
Other towns will finish factories soon and can then pump out more units which we need. We should send over another army to help in the south of that continent to raze towns and work our way up.
 
Preturn: Everything looks good.

1455 AD:

IBT: For some reason England attacks our Cavalry Army to the North with Infantry. They kill it. Note that it had over 10 hp. I ended my turn on one of their resources. Maybe that caused it? Not sure. About 10 units near AI Bait dropped off

1460 AD: Kill landings.

IBT: Propoganda vs Kahnawake causing it to riot.

1465 AD: Well we are not going to be able to stop England from getting oil unfortunately. They will connect it back up long before we get there. This means we will need our own destroyers to counter theirs. Unfortunately, it looks like we went though great efforts to have no good coastal cities. Any city worth anything tends to be back 1-2 squares from the sea.

1470 AD: Razed a Carthage City. I am razing as I head up north toward England and Babylon. Rush 2 harbors to allow us to upgrade Galleons.

IBT: We get Combustion and start flight.

1475 AD: Upgrading a Galleon to Transports. Slowed tech for this.

1480 AD: Upgrade 2 more Galleons. Speed up tech again (so we lost a single turn of tech).

1485 AD: Raze Rusicade, the next Carthage City.
I check and England has reconnected the oil and has Combustion.

1490 AD: We are now ready to sail.

1494 AD: Finish Railroading

1500 AD: Nearing Hippo (Carthage) with one stack and the islands with the other.

Notes:
We have 3 transports (2 Frigates, and our one Destroyer) with units including 2 armies. I am unsure if they should go for Islands (taking out Babylon - coal, iron, oil) or go straight for the Babylon core.

Flight in 4. We can soon defend the hard to get to islands better.

We also have a stack heading northward through Carthage (razing as it goes) to get to Englands core and oil.

We have a pile of native workers that can be merged into towns. I did not have time to do so.

We could also merge some dead civs in if we wanted to.

Check the MM. I am running late and haven't done any for 2-3 turns.

So the question is:
Should we go for the Islands first or for the Core? If islands (my vote) then wake the transported units and land this turn.

No pic as I need to sleep right away. Apologies. I always like to include some pic...
 
Got it. Play tomorrow.
 
had a look at the save, if we MM a bit, we can lower science quite a bit and still get flight in 4.

I would make a landfall and take out that Island first, Babs won't get techs so soon. By the way, we need to be careful about razing Carthago towns. We should not raze the cities close to England as we are safe from bomber attacks inside Carthago. We can pillage the oil from there and then proceed to take out English towns.

The good news is that England is now fascist, that shoudl slow their tech pace down a lot with only 9 cities.
 
Pillaging isn't much of an issue so far. The forces are more geared toward destroying cities.

I am not too worried about destroying Carthage cities on their west coast. We will have flight too and I would actually rather they bomb our corrupt towns so we can shoot down their bombers. Otherwise the second our boats get within bomber range, they get sunk.

The stack on the western shores primary purpose isn't Carthag though, it is England. I would slow us down other than the single turn it takes to bombard a town (and possible healing).

If we unload our troops in the preturn, we can take out the island town of Zamua in the first turn. That is my advice.

I would just raze islands towns for now - we can decide to settle later (I didn't bring a settler as transport space was limited).

Bede should be able to clear the island on his turns. We can probably land on the main continent the following turn.

One trick we can try is to build an outpost on a mountain with infantry to protect. Sometimes that pulls the AI into attacking. I don't think it is quite the magnet that towns are, but I have made it successful on occasion.
 
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