HNDY01 Babylonian Rampage (AWE C3C)

Handy01 – 1050AD – 8 trebuckets and 7 longbows to replace warriors with. Happiness is getting tight in Samarra but we can kick a worker out to one of the new harbor cities coming on line. FP perhaps in Samarra would be nice too. But a leader has to become an army. Well lets see what happens…

IT – Bombing of Nineveh. AI troops swap places at the front. Baabs, Asur and Nineveh make warriors and repeat. Samarra – LB> LB. Carchimesh – Harbor > Warrior. Carthage completes Bachs. Chinese complete Newtons.

[1] 1060 – Shuffle Lb’s to the front with new warriors. Kill 2 knights and retreat another.

IT – Big mistake on which guys I bombed last round as a LB takes out a spear SE of choke. North Gap riots.

[2] 1070 – Kill a pike with 4/5 LB. Pillage a fur in Spain and look jealously at the musket in town. Swap 3 more warriors for LB shore patrol.

IT – Larsa riots. Army withstands 3 attacks.

[3] 1080 – Shuffle trebuckets up to front. Kill 2 knights a pike but lose a 4/4 LB to a 2hp spear.

IT – More bombing and shuffling.

[4] 1090 – Pillage iron. Kill 2 knights.

IT – More bombing. Now Nippur riots and I know I’m checking them prior. Change Babylon and Ashur to LB builds. Army reports 2 big SOD’s coming down from Spain

[5] 1100 – Swapping and moving to front. We have 8 LB’s there now. 3 kills. We still have only 1 elite. Can’t even get a promotion.

IT – They bomb us some more and it looks like it may intensify over the upcoming turns. Need a spear or two in the cities. No attacks

[6] 1110 – Lord have mercy, a leader with the 3/5 LB. Going to make a 2LB/1SP army and build me a settler. Cash is still 147g and 0gpt. Swap Nineveh to settler.

IT – Nothing.

[7] – 1120 – 4 kills no promotions. Army ready waiting on settler. Going to take some LB’s along for the trip. Settler due next turn.

IT – Carthage lands some Cav next to our choke along with other assorted characters and the Hittites and he must have been at war because they are fighting it out at our door step. I’ll be picking off the pieces. Nineveh – Settler > Spear. Babylon swaps to pentagon. Samarra – LB > FP? Vetoable.

[8] 1130 – 2 kills of carthage and no promos. Except for the leader, I’m dry.

IT – A 4/4 LB that I went out inito the open with gets promoted by a 1/4 knight!

[9] 1140 – Killed 5 units and got a promo! There are now 2 elites to play with. Unfortunately the Spanish SOD of 2Kngt, 4LB, 4MD, 7PKE and 1 spear are due next turn.

IT – The SOD moves up :eek:

[10] 1150 – Trebuckets do a half-a$$ job and I expend all LB’s and the LB armay on the stack. Good news we only lost 1 LB. Bad news is there is still 2 2/4 knights, all 4 4hp LB’s and a ¼ MDI left. I moved the spear army back to the 2 spears guarding the back door. There is also this coming in: LB,MDI,archer and Impi. The Spanish have a smaller SOD of 4 knights and a MDI behind the 1st. NOW IT IS DICEY!

The settler is coming up to the choke and besides the bombing that may soon take out a building with out more spears in the town we don’t have to many problems.
 
I had a risky plan of sticking him under the army and with a few trebuckets, warriors and spears go and found a town on the iron. Upgrade some warriors, spears and hold the town until the next army pops and do the same with the horse town. Then build horses to shuttle to iron for knight upgrade.
 
The horses are coastal. I would go for those first. For the iron it might be easier to connect it via a colony to that coastal town.

Though pikes would be nice, and MDI for armies.

[Edit: A harbor would be effective once we get Astronomy, but not before.]
 
HNDY01 - Pop Goes the Weasel!

1150 AD (0)
At 0% Lux and Science, we are losing 9 gpt. If I don't kill off some of our units, we will go broke in 14 turns. The situation around Sippar is not good. If the AI is willing to attack an army, we should lose one on the IT. The total shore blockade is kind of absurd.

The Spear army and the two loose spears head into Sippar. If the AI wants to pillage, we can just kill the units anyway. The lack of a road connection is somewhat moot to Sippar until we can clear out the riff-raff and push the front forward. The pillaging army has to come back to the jungle, or we'll never move forward. Astronomy in 14, unless we go broke sooner.

IT - My favorite part of these turns is going to be watching the endless shore bombardments. :rolleyes:

1160 AD (1)
Kill a lot of units on IT with Spear army. Portugal drops off a Rifle/Knight combo. 9 Knights and an MDI can attack Sippar next turn. Manage to take a single HP off each Knight with the Trebs. Kill Portugese Rifle, and the Knight will pillage on the IT.

1170 AD (2)
Quiet turns, as the Knights retreat. Kill 3 amphibious invaders, at a cost of 1 unit. Get two wins from Elite LB's, no leader.

1180 AD (3)
Win 5 of 6 against Spanish stack. Now only losing 3 gpt. Bow army retreating to Jungle.

1190 AD (4)
Lose two buildings to bombardment. Bomb down a stack of Spanish units, win 6, lose none and retreat 3 Knights. Also kill two Archers that had landed.

1200 AD (5)
Arabs start Suffrage. Red-line Spanish musket to expose MDI as defender, and pop a leader! I guess that is the FP.

1210 AD (6)
Kill 5 Hittite Knights outside of Sippar (without loss). I'm getting an absurd Kill ratio, but it's not really doing us any good.

1220 AD (7)
Leader rushes FP in Samarra. (Didn't I want to do this about 2000 yrs ago?) Kill three Spanish units outside of Sippar. Currently breaking even

1230 AD (8)
Income goes to +20 gpt. Kill two Portugese Knights.

1240 AD (9)
Settler heading for Sippar. Only action this turn was to kill a Hittite LB. Make that three, with two by the Bow army.

1250 AD (10)
Portugese drop off a couple of Rifles. Nothing that a whole lot of artillery can't fix. Two Rifles added to the Body Count.

Final Notes:
This game is kind of ridiculous. We can survive for a long time, at least if we keep up the shore blockade. The area around Sippar is clear, so the opportunity is there to advance. Maybe hope to get another leader for a Second *sigh* spear Army, as we are actually short on spears right now. We have no hope of getting artillery to any city N of the Jungle, and we can't do a shore blockade on the whole continent. But I do have a weird plan ...

Frozen in Time
 
I am inclined to think our biggest mistake was not building the FP. We should have built it right away when we realized we weren't going to make progress as quickly as we hoped I am glad we finally have it.

Agreed the shore lining is a bit silly. It was the only way to survive though. Note that in conquests, the AI can use marines, so we have until then to do something. I agree we need to start moving very soon. The AI is getting up there in Tech.

I am hoping we are at least having a slow down effect on our continent in tech. If we have to take towns guarded by rifles with longbows, we could be in some trouble.
 
Okay, here's the plan:

Maybe_HNDY01.JPG


We have to get to the Iron and Horses with a minimum of cities. We would not be able to sustain a road connection that ran along the coastline, and any coastal cities would suffer greatly on defense from naval bombardment. So let's go straight up the center of the continent. We'll burn all the enemy cities, and most of the road network we need has already been built. If the Horses get connected and disconnected repeatedly it is only a minor inconvenience. We know how to change a build order.

Most of the roads we need to defend will be behind our cities, and I doubt the AI can drop off enough units to threaten more than one of the new cities at a time. If we have roads, we have enough artillery to stymie Cavalry.

Anyone got a better idea?

Oh, this picture also shows how far I've brought the Bowman army back. Needed to get those Hittite roads pillaged, to slow down their reinforcements. Also need another 2-move attacker to keep red-lined Knights from retreating. The AI's on our continent are not replenishing their supplies very quickly, so we get a real benefit by killing the ones we can see. This picture is also quite a contrast to what Slinger saw on his last turn. :)
 
I know that the 2 cities with a harbor was a long shot but it was a plan that only required 2 cities. If the army is protecting the harbor I don't think the bombardment can take out the harbor until you are down to 1hp.
The only trouble I see with this plan, and any plan will have trouble, is:

a) No artillary support for cities across the jungle.
b) Holding the cities with spears, or an army if we get them.
c) Trying to road the jungle, 3 tiles, without getting our workers munched. We should be able to hide them under an army and hopefully they won't pillage them. For that reason I would road the further ones first that are in their territory. They may not pillage those and we can connect up last with army support.

We would have to be prepared to switch all build orders as soon as we connect.
Lets give it a go! More armies and the upcoming pentagon will certainly help.
 
We move 1 tile north, and get another army.

Pre- Turn - looks good.

IBT
Carthage drops 3 cavalry off on the square immediately S of Sippar
Our Palace expands :lol:

Turn 1 1255ad
Bomb the cavalry
Kill 3 Cav. No losses, one promotion, no leaders.

IBT
Lots of naval bombardment.
Some Hittite Knights move north – away from Sippar.
Nineveh – LB – Spear
Ashur – LB – LB
Mari – worker – worker
Carthage is building Universal Suffrage

Turn 2 1260ad
Elite kills pike

IBT
Elubar – warrior - warrior

Turn 3 1265ad
Elite kills knight

IBT
Astronomy - banking
Tell Wilaya – harbor – warrior
Nineveh – spear - spear

Turn 4 1270ad
Elite kills musket
Bomb & sink Hittite galley (I moved our galley to Sippar)

IBT
Larsa – worker – worker

Turn 5 1275ad
Elite kills Knight
Elite kills Knight – we get a leader :D Spear Army to protect the workers on the push north.

IBT
Nineveh – spear – spear
Ellipi – aqueduct – market

Turn 6 1280ad
Move 2 spear armies & workers to start a road north.
Will cavalry attack a spear army?

IBT
Sippar – harbor – aqueduct

Turn 7 1285ad
Lone cavalry did not attack the spear army. Note, there are two spear armies stacked. The bowman army is coming back to guard the roads & a spear army will head north to pillage.
Kill the cav & Numidian mercenary.
It will take 3 workers & a slave 3 turns to road the jungle. Ugh.

IBT
Nineveh – spear – LB
Ashur – LB – LB
Eulbar – warrior - warrior

Turn 8 1290sd
Hittites have a couple of big stacks on the way. 21 LB, 1 knight, 1 MI, 2 pike, 2 spear, 1 musket.

IBT
Uruk – cathedral – spear
Tell Wilya – warrior – warrior


Turn 9 1295ad
Elite kills musket

IBT
Larsa – worker – worker
Road completes 1 tile N of Sippar.

Turn 10 1300ad
Move trebs & bomb the stack
Kill Pike
Elite kills LB
Kill musket
Kill MI
Kill spear
Kill spear
Kill pike
Kill Pike
Kill pike
Kill pike
Kill the last pike :D
Kill LB
8 LB’s left in the stack.

Notes:
There are workers fortified under the armies.
Pretty quiet until the Hittite stack showed up.

>> Save 1300 ad<<
 
With the roadwork time being a premium concern shouldn't we have another worker, or 2-3 as the case may be, to facilitate 2 turn roads. I don't think the AI will pillage the road as it expedites them getting to the front too.
Also, is the settler in that group?
 
The Settler is fortified in Sippar. I thought we would move him up when the chain gang is ready to move (which should be next turn if all 8 of the Hittite LB's go down).

There a couple (not sure exactly how many) cities building workers, so things will get better by the end of Greebley's turns. We eventually need to get to 1 turn roads so we get to the iron that much quicker. I think it takes 9 turns to road Jungle.

When the first Northern Push City city is founded, another settler needs to be built for the sceond Northern Push city on T's dot map.
 
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