LK155 - CCM, Maya

We seize and raze Chandigarh, defended by two late pikemen, for the loss of a Hotchkiss (97-28). We gain two workers.

Around Mountains of Madness we pounce on two vulnerable Polish stacks and expunge a rifleman, a musketeer, a cav, a bombarde, and a heavy artillery. We lose a Hotchkiss (102-29) but gain two more Great Leaders, who rush light industry in Smoke It and heavy industry in Glow in the Dark Cows.

Cleaning up our position all along the front, we savage two Polish bombardes, a Polish 75, two Inca cav, an Inca heavy artillery, three Portuguese musketmen, and an Austrian crusader. We lose a Hotchkiss (112-30).

With the Turks eliminated and the Poles dispersing around Mountains of Madness, we’re attacked only by an optimistic Mongol rifleman (113-30).

The Egyptians do land three Askaris at the extreme western point of our empire, between Corner Filler and Silver Key.


1856 (3): The Portuguese have twelve cities with no outliers, so we should be able to blitz them in one turn:
 
We’ll attack basically from south to north, which will give us much easier access to the Portuguese garrisons (in the CCM sense, as usual).

We found Lurking Fear, giving us access to Alcacer do Sal.

We remove Alcacer do Sal’s garrison, manned by a musketeer (114-30). We gain our fifth Great Leader, who rushes heavy industry in Smoke It.

We capture and raze Alcacer do Sal, held by two musketeers (116-30). We gain four workers.

[See below for screenshot]

We found Rats in the Walls, bringing us close to Braga.

We demolish Braga’s garrison, held by a musketman, for the loss of a Hotchkiss (117-31).

We take and raze Braga, held by three musketeers, at the cost of a Hotchkiss (120-32). We gain seven workers.

[No actual screenshot of Braga :smoke:]
 
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We remove Leiria’s garrison—unmanned, but on a mountain—with a priest.

We found Shunned House, giving us access to Leiria.

We storm and raze Leiria, garrisoned by three musketeers and two cav. We lose a Hotchkiss (125-33) and claim six workers.

We found In the Vault, which brings us within range of Coimbra and bloodlessly removes that city’s garrison.

We seize and raze Coimbra, held by two musketeers (127-33). We gain six workers.
 
We found Cool Air and culture-bomb it with a monk, bringing us within range of the Portuguese capital of Emerita.

We demolish Emerita’s garrison, manned by a musketman (128-33).

We capture and raze Emerita, defended by five musketeers. We lose two Hotchkisses and gain no workers (133-35).

We build a ten-tile railroad through the southern tundra that will let us dispose of Faro’s garrison, and also moves us closer to the two most distant Portuguese cities, Guarda and Badajoz.

We destroy Faro’s garrison, defended by a musketeer (134-35).

We found Sarnath, giving us access to Faro.

We take and raze Faro, garrisoned by three musketmen. We lose a Hotchkiss and gain six workers (137-36).
 
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We found Iranon, bringing us within range of Evora, which lacks a garrison.

We storm and raze Evora, held by three musketmen and a cav (141-36). We claim five workers.
 
We found Celephais, bringing us close to Rio de Janeiro.

We remove Rio’s garrison, but lose two Eastern inf to the heroic musketeer holding it (142-38).

We seize and raze Rio, garrisoned by two musketmen, for the loss of a Hotchkiss (144-39). We gain four workers.

We found Azathoth, bringing us close to Castelo Branco, and remove that town’s unmanned garrison.

We capture and raze Castelo Branco, held by two musketmen (146-39). We claim two workers.

We found Erich Zann and culture-bomb it with a Great Artist, allowing us to attack Guarda with movement-one units if we want.

We dispose of Guarda’s unmanned garrison.

We take and raze Guarda, defended by two musketmen, and sink at least one ship in port (149-39). We receive no workers.

We found Terrible Old Man, bringing us close to Sao Paulo, which lacks a garrison.

We storm and raze Sao Paulo, garrisoned by two musketmen (151-39). We gain four workers.
 
We extend our tundra rail line five tiles west, putting us within attack range of the final Portuguese city, Badajoz, which lacks a garrison.

We found Randolph Carter so that we can build a garrison for our assault on Badajoz.

Before the end we unhorse a Portuguese cav, and attempt to capture two Portuguese workers that we kill instead—that aspect of CCM is mysterious (152-39).

We charge forward at Badajoz, and:
 
We seize and raze Badajoz, held by two musketmen, with our last uncommitted, full-strength Hotchkiss (154-39). The town is too small to yield workers.

We shatter the three Egyptian Askaris landed on our continent (157-39).

Cleaning up our (now much simpler) front, we dissect two Mongol riflemen, two Inca cav, and a Polish musketeer (162-39).

We sink an Incan Cressy class off Sushiville, but one of our battlecruisers fails miserably against an Inca advanced ironclad off Mooville (163-40).

We’re attacked only at Tmp20, repelling a Mongol rifleman and losing an Eastern inf to the attack of an Inca cav (164-41).


1857 (4): Our two serious opponents at the moment, the Incas and the Poles, both have outlier cities hidden behind Japan, so no one-turn blitz is available this turn. Our goal will be to advance to the Polish border by eliminating the four-city Babylonians, and then raze as much as we can of Poland’s nine-city core:
 
We begin by trampling ten Polish units obstructing our advance south from Mountains of Madness: six cav, two Winged Hussars, and two riflemen (174-41). We gain our sixth Great Leader, who rushes heavy industry in Nameless City.

We found Nyarlathotep, which brings us close to Mosul and dissolves that town’s garrison without a fight.

We capture and raze Babylonian Mosul, defended by two riflemen, at the cost of two Hotchkisses (176-43). We gain no workers.

We found Arthur Jermyn and culture-bomb it with a Great Artist, giving us access to Babylonian L’vov.

We decapitate two more Polish cav in our path (178-43), also capturing a Babylonian worker. The need to make so many attacks outside cities may force us to reduce our ambitions for this turn a bit.

We excise L’vov’s garrison, manned by a musketman, and capture two workers (179-43).

We take and raze L’vov, garrisoned by two riflemen, for the loss of a Hotchkiss (181-44). We gain two workers and our seventh Great Leader, who rushes electric power in Smoke It.

We found Herbert West, giving us access to Babylonian Kish and removing that town’s garrison. The foundation actually occurs on Polish territory (and brings us close to Warsaw), so the backward, island-bound Indochinese declare war on us to honour their MPP with Poland. :D

We storm and raze Kish, held by two riflemen and a marine inf, at the cost of a Hotchkiss (184-45). We claim two workers.
 
We do some combat railing and found The Hound, bringing us close to the final Babylonian city, Lagash. But there are so many German units in our way (we’re at peace with Germany, amazingly) that we have to found Wall of Sleep as well to get around them.

We round up two Babylonian workers.

We remove Lagash’s mountain garrison, manned by a musketeer. We lose a Hotchkiss (185-46).

We storm forward at Lagash, and:
 
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