Handy 24 Random AWE [Portugal]

save

Pre-Turn
SoZ in 4 and mysticism in 4 as well
MM SoZ town for more gold
mysticism in 3 now

1. 530BC
bombardment of a JW on a mountain is futile

IT JW step onto our tiles and there are more English archers showing up

2. 510BC
bombard JW red and search for elite archers, none around
use elite spear but no leader
MM and mysticism in 1 at -2gpt

IT there are now 6 archers in front of TaTu :eek:
mysticism is in, next writing

3. 490BC
horse redlines but takes out 1/6 archers
we have 2 spears and 2 archers inside, play defensive and don't attack

IT extremly lousy RnG costs us 2 spears on defense, one of them elite :gripe:
but we get SoZ

4. 470BC
kill 2 archers in front of Tatu as revenge
found Lagos

5. 450BC
rest and wait for the next wave

6. 430BC
now more JW coming in the north
we need those AC's

7. 410BC
this is tricky, those JW try and avoid us
defeat 1 JW and 1 archer

IT beat JW and archer on defense

8. 390BC
there are now 6 JW trying to sneak past Karakorum
we have another settler, but that is of no use for now
horse defeats a spear

IT defeat an archer at Tatu and finally get an AC, we badly need it

9. 370BC
bomb vet JW to 2hp and AC takes it out
e archer beats archer no MGL again

IT :eek: don't know whether the Mayans are on steroids, but they sure bring a lot of units
however they fall for the killing zone I try to create
English also send in quite a few units

10. 350BC
kill another 2 JW in the killing zone
take out 1 English spear and 2 archers for the cost of 1 archer

we have a settler in Karakorum, once we took out those JW, settle next to sugar

the situation
handy23350.jpg
 
Looks like a Mayan GA wave is heading our way. Time to hunker down. :)

Can't see the save at work, but unless we have a bunch of cats (didn't sound like it) I'd stongly advise we set Lisbon (or some 10spt city) on 2 turn cats. Our kill ratio will stink with horses versus Javs and will give the Mayans too many free slaves. Cats are king on a narrow front like this and as a nice side benefit help to train elites. We need cats for Karakorum & Ta Tu, and we need them fast.

Also - pull that spear out of Lagos to induce all the Mayans to go to the same place. We need them concentrated so we can place all cats in the same place. If they do take that city it's not a total disaster like the loss of Karakorum would be.

Also consider switching the archer to a horse for the retreat ability.


1. Greebley
2. Northern Pike skip or swap
3. Obormot (no PC til 1-3-06)
4. ThERat
5. M60A3TTS up
6. romeothemonk
7. Handy
 
handy, we do have quite a few cats already, that is what made the killing zone possible with 4 cats there.
Also, on the English front we do have some cats. Of course, we need more. We will now get AC slowly and that will help us a lot.

I would keep the rax towns on horses or archers and the rest on cats. But, I guess we need to expand soonish anyway. Let's hope we get an army soon.
 
ThERat said:
handy, we do have quite a few cats already, that is what made the killing zone possible with 4 cats there.
Also, on the English front we do have some cats. Of course, we need more. We will now get AC slowly and that will help us a lot.

I would keep the rax towns on horses or archers and the rest on cats. But, I guess we need to expand soonish anyway. Let's hope we get an army soon.

Okay - just thinking out loud.:)
 
I would send a settler south of Lisbon on the Pennisula to give us a city to up our unit support.
I also think that we can throw another city due west of Lagos. The Unit support and the minor additional commerce will help keep us strong. Both of those towns will become fishing villages when we eventually can put harbors in them, but by being seafaring, we should actively consider more than normal building cities on the sea.
 
http://www.civfanatics.net/uploads10/Handy24_150_BC.SAV

IBT- 2 Mayan JWs impale themselves on the hilltop defenders.

Turn 1 (330AD) Kill JW that moved onto our vineyards.

Turn 2 (310BC) Lose an elite archer to a 2hp JW. Ancient cav kills JW and captures a worker. Lose another elite archer, and kill 3 more JWs netting another worker.

IBT- Lose a vet archer, Spanish complete Glight.

Turn 3 (290BC) Cats go 0-4. Kill Spear and JW.

Turn 4 (270BC) Cat and horse kill English spear. Horse goes elite. Kill 2 English archers by Ta-tu. Cat JW and kill with vet archer who goes elite.

Turn 5 (250BC) Nassau founded. Only an English and Mayan spear visible. Must be half-time. :crazyeye:

Turn 6 (230BC) Kill an English archer with cats and AC.

Turn 7 (210BC) Kill another English archer by Ta-Tu . Move 3 cats, 4 archers and two spears to attack Warwick. 3 English archers around the town, so this could prove expensive.

IBT- English don’t attack the SoD, but move towards Ta-Tu.

Turn 8 (190BC) We lose an elite horse, but capture Warwick and kill the 2 reg spear defenders. I believe that now separates England from the Mayans. Then kill the 4 English archers that are scattered about. :p

Turn 9 (170BC) Cat and kill JW with elite archer. Nothing.

Turn 10 (150BC) AC goes elite killing English reg archer. Move a settler group north of Ta-Tu.

And done- No decision was made IIRC on Glib, so I have Lit going. Pretty bad luck with elites, but the Mayan hordes came to an abrupt end. Maybe they have trouble brewing elsewhere. Suggest we pound on Lizzy for a bit as she only seems to be kicking out regular archers.
 
:goodjob:
keep on pounding the English. It looks as if we can take their core quickly with Nottingham showing up already. Hopefully we will get an army there and then go after Mayan. The good thing is they will have plenty of slaves from previous war against Mongols (and maybe fighting those barbs).

I would actually vote for the GL, we might be further behind than another continent or Island since we were off to a dreadful start.
 
hmm im up. Might need a swap with someone.
I can play on Sat at the earliest.
 
Switch Lisbon to cat.

Turn 1 130 BC
Lisbon – cat – worker
Kill three English archers
Found Sagres.

Turn 2 110
-

Turn 3 90
Lack of cats at Sagres allows for a regular jav to kill our vet spear.
Elite archer then kills the offending jav.
I sent some cats over to Sagres which arrive next turn.
Kill 4 archers @ Warwick.

Turn 4 70
Kill one archer as we start to make a move on England

Turn 5 50
Karakorum – settler – worker
Three javs show up.
Kill Mayan spear

Turn 6 30bc
Not much.
Elite kills jav.
Going to come at England from another direction.

Turn 7 10bc
Found Coimbra
Kill jav
Trap two English settlers near Sagres. I suppose they were moving toward the unclaimed horse.

Turn 8 10ad
FP message appears.
Six javs in view
Redline a jav but vet archer still loses.
Next archer wins and promotes.
Lose another archer to a redlined archer. :mad:

Turn 9 30ad
Drop slider since lit comes next turn.
Having a bit of trouble gaining traction against all the English archers with so may javs in the north.

Turn 10 50ad
Lit – Poly
Two more elite wins versus England but no leaders.

* Total of 12 jav in view in the north. (Picture Below)
* Consider a quick worker build in Lisbon & GoW since the food box is full.
* You have a tough call at Coimbra. The javs will be there before the road is finished. You may need to pull the workers and cats to the safety of Karakorum next turn.
* We can take England easy if we ever get a leader. If we don’t get a leader soon we will be in big trouble. I’m surprised we have not yet seen any swords yet.
 
handy900 said:
Endless supply of English

A tough situation, but great annotations to the screenshot. :lol:
 
It's dangerous with the JWs about, but definitely let's keep those workers roading between the towns to facilitate lateral movement along that front. It will make reinforcing the threatened towns much easier.
 
IHT: To help make the game make more sense, I read some Lewis Carrol. The game suddenly makes a lot more sense. My path is also clear.
We must hunt for the Snark. I find a spanish galley on our coast. The spanish are also on f4, thus OFF WITH HER HEAD.
Turn 1: Amid the Slithy Toves, Our Hero Rides. Snickersnack whispers the Vorpal blade. (kill 4 javs). Tragedy Strikes! (lose 2 elite archers to a 2 hp spear!) Redemption! (kill 2 english archers)
Turn 2: Enough funny stuff. Roading down to attack on England. A masterful dance of troops to annoy the Maya. No combat other than some bombardment and the annihilation of 2 english archers and a spear.
Turn 3: Decide to lure the Maya further up and further in. Ok now I am mixing up my authors but who cares! Kill 2 English archers with elites, kill jav. Creating a kill zone for the Maya.
Turn 4: Won't you come into my home said the Spider to the Fly. (Kill 3 javs and a spear no losses 2 new elites.) The fly is packing heat though as I see a Maya horsie. I swap GoW to TGL to store all our wonderful books in.
Turn 5: You gotta admire the plumage on the norwegian Blue. (Kill 3 javs, losing an archer but gaining a worker.) Free labor! Our troops misunderstood the Cry of Free Maid Marion and stormed Nottingham. They were greatly dissapointed that they were only supposed to release her from harm. (kill 2 spears and an archer.) Lose an archer but kill an english spear archer combo.
Turn 6: The spanish decide to start something called Sun Tzu's art of War. I perfer Romeo's are of war. I kill 6 javs and a pony for the loss of 2 ponies. I also gained a worker. Both ponies died to the same damaged jav. Our workers, still deluded by the promise of a free Maid Marion, road up nottingham this turn. Leria is founded on Handy's spot. Kill 3 English archers, who were complaining about our treatment at nottingham.
Turn 7: The Maya want to talk. So I tell Smoke-Jaguar some your momma jokes. The war is maintained after a particularly devestating riff on his mother's promiscuity. Look Ma, I caught me a snark! Ahh, its a Boojum. NOOO!! (2 Mayans die)
Turn 8: The New Snark hunter takes to the field. It destroys some javs, but finds no snarks. One of the snark hunters gives himself a promotion for valor in snark hunting. I lose 2 elite archers but capture London. The English positively dislike us. 4 javs and 4 english spears died this turn.
Turn 9: Spot another Maya Secret Weapon, Swords! Poly comes in, switch to Philo due in 4. An elite Jav impales itself flawlessly on one of our beacons of jav guiding. 3 javs are dispatched posthaste, along with 2 english archers and an english spear. I lost 2 spears attacking the same redlined archer.
Turn 10: Dispatch an Englich archer to the Tovey depths. Setup to pull a William Wallace and Sack York next turn. In the north, kill 3 javs and a sword flawlessly, but snarks are proving to be elusive creatures.

I am not gonna pretend to tell you guys what to do, but I think using the army to raze that 1 city to get us to the spices, then pillaging iron and ponies is a good idea. The English are toast, but possible muffins as well.
The Romeo Jav trap is working quite nicely now, and should work for ages to come.

Finally some pics for the lurkers. Players, close your eyes.
Handy24-1.jpg

Handy24-2.jpg

http://www.civfanatics.net/uploads10/Handy24_250_ad.SAV
 
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