MM4:The Rule of 6, Sid 6CC-Conquest

Pre: Looks good. We are the Tech leaders in 1550AD and no one is past Gunpowder or Astronomy. This is perfect. It is amazing how AW slows down Sid Civs on Island map. Adjust a bit the cities. I think we need primarily Knights at this point.

1555: Healing troops.

1560: Moving healing.

1565: Get Army into the Zimbabwe valley along with all the trebs. Disconnect the SP.

1570: Disconnect Horses. Bombard and take out small stack losing 1 knight to a 1 HP Sword [8-1]. Begin starvation of Holbane.

1575-1580: Moving and healing troops, Starving Holbane.

1585: Land a diversionary force on disconnected mountain.

1590: Land on disconnected hill @ holbane.

1595: Bombard and take Holbane no losses against 1 pike and 1 impi. Move on to Islawanda.

1600: moving troops.

Well I think a hit and run strategy works pretty well for coastal cities that can be starved and disconnected by bombardment. We really don’t have the forces to just take out the whole Zulu Army. I would just recommend moving around the Island taking out the old coastal cities using diversionary muskets to draw off troops. I made a settler. At some point we will want to plant a city on a hill somewhere and rush walls and rax and then take out the Zulu offense on defense. I would say we will need about 20 Muskets and the Musket Army for this. I have been cranking only Knights at the moment as the mobile units can attack and load onto boats the same turn for taking out the coastal cities. We also have a problem getting our trebs out of the Zimbawbae valley as the Zulu planted a city on the one tile we can move onto. This city will have to go.


Bed head UP
Percy On Deck
 
Sorry for late notice, but apparently I am less intelligent than I thought, and as a result I made little progress on the last big program for a class despite putting quite a bit of time into it today. So I don't see this game being played before Tuesday evening, or Wednesday morning GMT. So if Aggie wants to take it...
 
Oh sorry, that's right. I just thought your last post said you'd be available on Monday to play, so for some reason it popped in my head that you were after me instead of Percy.
 
hi guys, just popping in.

i'm sorry you've been waiting for me, i thought i had clearly said that i wouldn't be available, sorry about the confusion =/

and i will not be able to catch up now (i still have work to do), so count me out for sure this time =)
 
No no no, you're fine. You were perfectly clear, I was confused about something unrelated and now have brought new confusion.

To clarify, I am currently playing, and will try to post my log in the next 36 hours.
 
This set didn't go all that well. The sheer number of mountains and units made movement rather difficult. After razing that city that was the gateway for our trebs to the sea, I made a somewhat foolish decision to try to take Zimbabwe. I saw tons of units leave, chasing after a lone musket all the way on the bottom of their island, and I thought we had a decent shot. I was wrong, and the gateway to the sea for our trebs was blocked again, and only in the last turn did I manage to clear the way back up.

While all of this was happening, I founded Heraclea and abandoned the other city. This caused us some happiness issues (one of the cities could use another MP). Anticipating the abandon, I continued building knights. This turned out to be a mistake - I was expecting to get the musket army up to defend the new settlement, and when I actually did build Heraclea, it was underdefended. There are quite a few units out there, and in the last turn we lost an assortment of units, twelve in total. I don't think I killed anywhere near the number Mark did either. Probably only around seventy-five or eighty units. I don't know how I managed to screw things up so badly.

In 1615 AD

MM4_1615AD.jpg


In 1650 AD

MM4_1650AD.jpg
 
Things like this happen. Sorry for my absence in comments etc in the last week. I have been very busy lately. I know I'm not up atm but also don't know exactly when I can play again. Until now there hasn't been a problem with me playing, but this might change now (slower...).
 
OK lets see what dl12345 can do. I didn't really kill that many units on my turn. IMO it is a bit premature to have put down the city and I was hoping to have the army in the city along with something like 20 muskets. Do we have enough to hold and take out their offensive troops? My only concern is that whatever happens don't lose the trebs. If we lose the city it can be replaced. With bombardment and diversion we could have taken out all the coastal cities without planting a city of our own. Now that we have the city I would recommend that we try to wear down their troops. If we keep all the resources disconnected we will eventually face only impi and LBs. Also for future reference the city is in a rather bad spot as they get to attack from the mountain and I would have put it farther south where most of the action will be. Part of the strategy in this kind of play is to have them attacking from flatland so you can take out their retreated knights and bombarded stacks easily. Well I would just say again thet if the trebs are in the city and their is a chance of losing it on the turn make sure you evacuate.

Percy Skip
dl12345 UP
Aggie On Deck

@ Aggie: Well as you know I don't mind a slow game as long as everyone stays checked in. Hopefully, you can find the time even if you want to take only 5 turns. I know the turns can get rather long at this point with all the troops and bombardment. I find this a rather exciting game as I don't know yet if we can pull it off.
 
The trebs are all under the army, save for five or six in the city. I don't know if the units there can hold. And I hadn't intended to put the city down so soon, but I wasn't able to move the army anywhere until the troops had something on which to focus. So it was a bit of a pickle.
 
Save

Preturn 1650AD:
Just stared at the screen for a few minutes
Rushed barrack in Heraclea

IBT:
Lose 6 units, kill 30+

Turn 1 1655AD:
Bombard most of attacking units at Heraclea
Disconnect Zulu saltpeter
:aargh: Auto moves :nono:

IBT:
Lose 3 units, kill 15+

Turn 2 1660AD:
Auto move cased rioting in Nicaea, have to choose between rioting and starvation in Nicaea, choose starvation, will merge an American worker there
Lose a boat in the ocean
Switch some elite knights from Heraclea for some Muskets in the stack
Find some Zulu horses that are connected

IBT:
Lose 2 units, kill 15+

Turn 3 1665AD:
Stack moves towards Zimbabwe, able to red line most outside Heraclea, at least damaging all of them

IBT:
Lose 0, kill 3

Turn 4 1670AD:
Attack for Zimbabwe will occur next turn

IBT:
Lose 0, kill 5

Turn 5 1675AD:
Boat sinks with muskets
Bombardment shows 5 muskets, 10 pikes, Impi too
Bombard, kill 2 pikes, Impi showing stop there, no loses

IBT:
Lose 1, kill 10+

Turn 6 1680AD:
Bombard, no attacking

IBT:
Lose 0, kill 5
Zulu found a city on their silks

Turn 7 1685AD:
Finally disconnect their horses
Destroy the Zulu's city
Kill a knight in Zimbabwe

Turn 8 1690AD:
:aargh: A rally point made in Nicaea sends my military police to a rally point

Turn 9 1695AD:

IBT:
Zulu finishes connecting saltpeter

Turn 10 1700AD:
Disconnect saltpeter

Notes:
Ignore the Impi, kill all swords, muskets, knights, horses, MI, pikes
The siege at Zimbabwe is taking its toll, the city is size 5, usually a vet pike defender, usually about 5-8 units in there, our horses are mostly redlined, when the mountains are clear send some boats to pick them up
All longbowman are military police, keep them there
Future plan:We need Astronomy, if we get a harbor in Heraclea we can have horses at home, everyone has Astronomy already so it will be easy to get
 
OK
I've got it.
 
Pre: Our situation sucks. We have too few offensive troops (most redlined) to take Zimbabwe, our trebs are trapped by mountains and our supply line is long. Our beachhead is weak and we also have no offense to take injured troops which sit on mountains. I really don’t know what to do at the moment. We would need navigation to get the horses home not just astronomy. 2 options. 1 abandon city and go back to old configuration until we are ready. 2: build settler from beachhead and go back to taking out coastal cities until we are ready. I go with option 2. We really don’t need knights however they are better for coastal attacks as they can attack and load same turn. Retreat is good but we don’t have the ability to heal so a redlined knight is just a pain. Plus we can produce MI much faster. The extra lux would be nice but we are cash rich so no matter. Rush settler.

1705: No losses IT they lose maybe 8 units, many retreats.

1710: No losses IT. They lose some. I evacuate all but 3 muskets for duty rescuing the trebs first.

1715: Land for operation treb rescue. Lose 2 muskets in beachhead and the remaining one is redlined but it holds

treb_rescue.JPG


1720: We are successful taking out 7 units and a settler, lose 1 knight to allow the trebs access to the coast. 2 reinforcement muskets arrive and are fortified in beachhead. SP back online but all bombardment fails.

1725: Trebs and injured troops evacuated. Army will move down the coast to more fertile hunting ground. SP disconnected.

1730: We are average vs the Zulu. OK now I am no longer worried. Heal all troops in Beachhead.

1735: Healed offensive troops moved out of Beachhead and left to defend with muskets and 6 trebs. I think I might like Beachhead more. If they are moving all their forces North it might allow us free reign in the South, We shall see. Begin starving Mpondo.

1740: There are 6 Zulu cities in the fertile South that we can reach with trebs. Will Start at Mpondo and move inland.

1745: Continue moving into position. Inca start Smith’s-good they need Economics.

1750: All our forces are gathered at Mpondo. We should just be able to walk all over them.

mm4-1750.JPG


Well I think our position is much better now. I would leave beachhead as it will hopefully be able to defend itself with just the 6 muskets. The Zulu were not as powerful as I expected so I think it worked out well. There are a few ships on Goto to the appropriate locations. You should be able to now do a lot of damage with the forces assembled and the trebs and army free. If necessary you can evacuate and form a town in the South but I now do not think it is necessary. The Zulu lost a lot of troops at Beachhead and should only be able to produce LBs and impi. I checked a few times and they will give cities for peace. I think if we can get them to give all cities but Zimbabwe (after we destroy all the old cities) we should take it, it is a pain destroying all the new little cities. We could then form a 2nd army to get started on the Inca and finish the Zulu in 20 turns. We could even get an RoP and blockade Zimbabwe as long as we move out before war.

Note on Astronomy—We DO NOT want it. It negates TGL and dromons. We do not want to upgrade so all we get is 1 less movement for our fleet. Well that’s it.

I am a bit worried about players, we are down to 3. Aggie is out at least till June and seems to have lost interest and Percy is out. I do want to finish this one although I think it is a forgone conclusion unless we get our forces wiped out somehow.

Mark
Bed Head 7 UP
Dl123456 On Deck
Aggie (out till June)
 
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