Iroqi Warplanning Thread

BCLG100 said:
Then if we dont have enough men to make a successful attack on the Iroqi homeland, why are we defending such a long way down? are we hoping to build a city by the gems?

Yes, we have a settler on the way to the gems now. If we make peace fast I would use that settler to found a city by the incense south of the jungle and use the next settler for the gem city. Then I'd push a road and settler into the western jungle to grab the silks.
 
It is time we give up the idea of conquering the Iroqi. We cannot do it now. Maybe someday in the far off future we can revisit the idea. For now we must concentrate our efforts on growth. We are fourth in land area and third in population. We have dropped to third in the scoring and the gap between us and the last place nuts is small. KISS has a large scoring lead.

Our army is strong compared to the Greeks, average compared to the Galls and weak compared to Iroq.

I'm concentrating for now on building settlers, spearmen and horsemen. We need to settle the east (and connect the furs), grab the incense south of the Sacred Jungle and push west for the silks. We need spearman for defense of our cities and horsemen that can act as a rapid response force in case of a surprise Iroqi (or Gall?) raid.
 
It seems our best course is to send our two warriors out of Semtex to attack the mounted warriors. If they wait in Semtex and wait to be attacked their chances of winning are only 7.9% and 17.7%, (The first attack would be from a ver MW, the second from a reg MW.) By attacking we have a 30% chance agianst the vet MW and a 54.5% chance against one of the regular MWs. Worst casr would be losing both attacks without causing damage to the MWs in the process. If our two warriors can drive off two MWs or hurt them enough to nullify ther attack prospects then we are in much better shape in the north.

We have a regular pikeman and a regular warrior that can garrison Semtex. We also have a spearman that can fortify in Semtex or take up position SW of Carpetbomb in an effort to save that city.

I guess it all depends on what happens when the warriors attack. If the Iroqi are still left with three viable attackers we should send the spearman to Semtex and leave Carpetbomb unguarded. If we get lucky and drive off two MWs we could put the spear in Semtex to guarantee it's safety or take a chance our pike would hold (a 54.5% chance against a reg MW) and send the spear to protect Carpetbomb. Even with the spear blocking the plains in front of Carpetbomb it only has a 35.8% chance of withstanding an attack by a reg MW. If it lost an MW could then take the unguarded city. (Simply moving our two warriors to Carpetbomb gives them only a 7.9% and 17.7% chance of holding if attacked - and remember there are 4 MW, not 2.)

Also need to know what to build. Dancing Banan and Dynopolis will complete a unit next turn. We have our choice of pikemen, horsemen or immortals. Also, we can rush units in Semtex, Carpetbomb, Shilhanopolis and Horsebomb. Finally (for this theater), should we leave the pike inProvobomb or move it towards Semtex?

Need feedback on what to do. Will address the southern front a bit later.

 
Whats in Dancing Banana? And how many units do we have in Semtex? just the 2 warriors?

Move the pike along to Semtex from provobomb and move the pike from Dancing Banana to Semtex, until i know what else we have in there but any units we have there should be moved to Semtex and move a unit or 2 from Dyanopolis to Dancing Banana. Can we not pop rush the Pikemen in Carpetbomb and Semtex?
 
Semtex has only the two warriors. Dancing Banana has a regular pike and a regular warrior. The Iroqi women are also there.

Yes, we can pop rush units in Semtex, Carpetbomb, Shilhanopolis and Horsebomb. We can make pikemen, horsemen or immortals (they all cost the same amount of shields).
 
The ideal thing to do would be to give Fort Carbonperoxides to the Greeks for awhile but this is against the rules according to Ginger_Ale and Regentman. We have to be careful here because they have an elite unit. We can move the pike down from Fort Incendiary to block the road. The horseman can join it on the road - otherwise the horse has to trek through the jungle northwards.

The big question is, do we use our vet immortal to attack the elite mounted warrior? We have a 90.2% chance to win which means our real odds are about 1 in 5. :rolleyes: If we attack then it seems we should keep the city intact another turn. The city is size one and has no culture so if the Iroqi kill off our defenders the city would auto-raze, wouldn't it? If it's going to auto-raze we don't have to disband it.

Another quesiton is, what do we do with the five pikemen north of Fort Incendiary? Send them south or north or split them up?

 
K move both warrior and pike from dancing banana up to semtex and a unit from dyanopolis to dancing banana, doesnt really matter what as its just there as a garrison.

Pop rush pike in semtex and carpetbomb and keep dancing banana on pike, when its done can evaluate the situation then and see which way the doughnuts are travelling, leave dyanopolis to finish its pike and pop rush immortals in every other city possible which hasnt already been stated.

Horsemen imo just wont be very usefull here as there not brilliant defenders.
Dancing banana should continue with pikes afterwards as well, these can always be switched to something else if we stop the attacking force. The group of immortals that we will have pop rushed as well will give us opportunity for us to retake a city which the iroqi may have taken, though imo i think there goal may be to raze semtex as they know they'd never be able to hold it and would get rid of the wonder bonuses we are gettin from it.
 
In fort C we should change the production to anythin other than a worker, if we manage to retain the city for an extra turn then we dont want the worker to fall into iroqi hands because you can bet we wont get it back.

Move the pike in incendiary to the gems so can move into the city next turn if need be, dont think we should bother trying to attack with the horse because wont they get a defending bonus in the jungle? so should try and move it into the city as well. i dont believe we should attack with our elite immortal as it will hopefully do a fairly good job defending and the way our luck has been it wont win anyways.

Past 2 posts are just my opinions on what we should do however.
 
for the north, we should send both warriors to attack the MW's. hopefully, 1 will win, or at least do damage. then we should move all the nearby def. units in Dancing Banana to Semtex, except for the spear currently 1 tile northwest of Dancing B. we should send that spear to the square 1 tile southwest of Carpetbomb. hopefully, this will save Carpetbomb from the Iroqi.

for the south, concerning the group of 5 pikes by Fort I. we should send the 2 vets and 2 regulars down south to save our jungle cities. we should then send the other regular in the stack north, to aid in the defense of our northern border. i suggest sending the vet immortal to attack the elite MW. we can't afford the Iroqi getting a MGL at this point. i also think we should give up on defending Fort C. we should send the spear in the city to the mountain 1 tile northwest of the city. then we should focus on damage control, saving Fort I, and securing the jungle for after the war is over.
 
greekguy said:
i suggest sending the vet immortal to attack the elite MW. we can't afford the Iroqi getting a MGL at this point. i also think we should give up on defending Fort C. we should send the spear in the city to the mountain 1 tile northwest of the city. then we should focus on damage control, saving Fort I, and securing the jungle for after the war is over.

Well, if we attack the elite now we risk losing and giving the nuts a MGL right now. We do have a better than 90% chance of winning the battle though I remind everyone of the battles we've lost when we had those odds. Also, if we attack then that vet immortal is stuck in that tile (assuming he wins). Moving the spear to the mountain leaves the immortal a sitting duck. If the immortal wins and we stay in the city we have three units defending against four (though two of ours will not be full strength). But by moving the pike and horseman onto the military road next north of the two regular MWs we give them something to think about. Even if all three of their attacks on FI succeed they can only attack our pike with one MW leaving our horse free to retaliate next turn.

BCLG100 said:
In fort C we should change the production to anythin other than a worker, if we manage to retain the city for an extra turn then we dont want the worker to fall into iroqi hands because you can bet we wont get it back

If we change from a worker then FC will grow meaning the city won't autoraze if the Iroqi take it. We do not want them to have the city. :hmm: Guess I could see about reducing the food production in FC to prevent it from growing. Then we could switch away from the worker.


BCLG100 said:
Pop rush pike in semtex and carpetbomb and keep dancing banana on pike, when its done can evaluate the situation then and see which way the doughnuts are travelling, leave dyanopolis to finish its pike and pop rush immortals in every other city possible which hasnt already been stated.

Horsemen imo just wont be very usefull here as there not brilliant defenders.

I'm not so sure we should pop rush pikes. We already have nine pikemen. Admittedly they are not all in the place we need them at the moment but they are the best defenders on Meleet. We need some offense now. Our firepower (not counting warriors) consists of one vet immortal and a one hp horse both surrounded in FC. We have another horse in the jungle. We need to use our pikes to blunt the incursion and hold the MWs in place. Then we need to strike and take advantage of the MW's weak defense. The quesiton is do we use immortals or horsemen to do this?

Immortals are twice as strong as horsemen but also half as slow. A horseman from Horsebomb could be in Semtex next turn. If Dancing Banana and Semtex also make horsemen we'd have three in Semtex at the end of next turn. That should be enough to rid the north of the Iroqi.

I'm thinking about usin the Iroqi women as bait. We could move them from Dancing Banana to the tile NE of Semtex. If they use a unit to recapture their worker then that's one MW that can't attack Semtex or Carpetbomb.

I think Dynolpolis should switch to an immortal. We have so many pikes down there they could escort the new immortal (we could call him BCLG100 :) ) in an effort to secure the Sacred Jungle. Depending on how our three attacks go we could hold off on pop rushing the unit in Shilhanopolis.
 
Well only pop rushing pike in 2 cities, with 2 building them by the time we have done pop rushing so that is only 4 extra pikes, i was focusing on defence just because with our luck recently we havnt done so well with the offensive units. every other city which is any good at producing anything should be focusing on immortals with the odd horseman, so everywhere should be on immortals except Shilhanopolis and horsebomb which should be on horsemen imo.
 
There are three mounted warriors left in the north, with 3, 2 and one hit points. We have new horsemen in Horsebomb and Semtex. The one in Horsebomb can reach the 2 hp MW. The one in Semtex can cross the river and attack the 3 hp MW. We have a warrior in Semtex who can take on the 1 hp MW. Trouble is, if either the 3 or 2 hp MW survives they can raze Grendopolis, too.

In the south we can send our horseman towards the old FC city site and pick off a wounded MW. We can send the pike down the road first to be sure those MWs are still there.
 
TimBentley said:
Actually the 3hp MW can't reach Grendopolis.

I think if we attack it and it retreats in the right direction then it can reach Grendopolis. Even with one hp left it can waltz into the undefended city and raze it.

Ok, here's a technical question: If our horseman in Semtex moves along two road tiles and attacks (and defeats) the 3 hp MW (attacking across the river) would our horseman still have a full movement point left? :hmm: I was thinking that if it did then it could move to interdict the road to Grendopolis. No, that still wouldn't prevent a retreating unit from reaching Grendopolis. The Semtex horseman could attck the 2hp MW across the river and then move into Grendopolis, couldn't it? Here's the picture:

 
donsig said:
I think if we attack it and it retreats in the right direction then it can reach Grendopolis. Even with one hp left it can waltz into the undefended city and raze it.

Ok, here's a technical question: If our horseman in Semtex moves along two road tiles and attacks (and defeats) the 3 hp MW (attacking across the river) would our horseman still have a full movement point left? :hmm: I was thinking that if it did then it could move to interdict the road to Grendopolis. No, that still wouldn't prevent a retreating unit from reaching Grendopolis. The Semtex horseman could attck the 2hp MW across the river and then move into Grendopolis, couldn't it? Here's the picture:

Does mounted warriors have 2 or 3 movement points? surely then if only 2 we can attackthe 2hp one and the other iroqi MW will have to waste 1 movement point moving onto the road and another moving into our territory, therefore unable to attack the city that same turn.
 
BCLG100 said:
Does mounted warriors have 2 or 3 movement points? surely then if only 2 we can attackthe 2hp one and the other iroqi MW will have to waste 1 movement point moving onto the road and another moving into our territory, therefore unable to attack the city that same turn.

I think they have two movement points but they retreat alot. Grendopolis is undefended so even a one hp MW that ends up within two tiles of the city can take it unless we get a horseman in there. Even then the defense is not assured. They've been attacking even with one hp (kamakazi) MWs.
 
donsig said:
I think they have two movement points but they retreat alot. Grendopolis is undefended so even a one hp MW that ends up within two tiles of the city can take it unless we get a horseman in there. Even then the defense is not assured. They've been attacking even with one hp (kamakazi) MWs.
put the horsemen on the mind closest to grenadeopolis therefore if he was to retreat would retreat the other way, i checked it is 2mp's therefore the other one cannot reach inside the next turn.
 
Well now we have peace we best start planning for the next war, i think we should take the approach of.

Unit(offensive) improvement. unit(offensive) worker (improvement) unit (defensive) and so on and so forth, we should build a couple of horsemen first so we can upgrade them when we get chivalry and also perhaps some archers to upgrade to longbowmen. I believe we should also start building Sun Tzu's in our most productive city as soon as possible.
 
We use the old Military Road to first take out their city that is despoiling the Sacred Jungle. This will restore our monopoly on the gems. Then we continue along the Military Road and attack the city south of Torusopolis. We could probably launch the attacks on these two cities simultaneously. If the Greeks also land along the SW coast at the same time we can cripple the Iroqi for good. One of our main war aims wouls be a military leader or two. One for an army and another for a Forbidden palace.
 
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