Own5 Madagascar's Pathetic Attempt at Conquest

zerksees said:
Sounds like an excellent plan. I assume there is no place to put a worker and build an airstrip this turn. You could move all the units there and put at least a dozen fresh MI on top of it. If you don't have that or you think the extra MI is not enough, then the gifting is a great way to save all our stuff.

Also, you can make peace with them to keep the stuff there. I don't mind ruining our rep at this late stage in the game (when I DOW on them again). Making peace will save us moving all that stuff back. Peace will allow all the reinforcements to get there, and we'll just DOW on them when the time is right. Since we're commie, I don't have to worry about war weariness coming back when war breaks out on short notice.

There will be no peace; everything has gone according to plan. I gifted GTH to arabia, after retreating all my armoured units, and 25 Artillery pieces winged their way safely to Carthage, where 2 transports were waiting to take them to Africa; I have transports in SE Asia that will have them back in two turns. We now have a secure beach-head, with a landing strip behind, where reinforcements are pouring in. In two turns all the tank Armies will be back to full health, and I'll put us on the offensive.
 
Thought a couple of screenies would show the contrast between the two campaigns:

Rome, as you can see, has been driven almost completely from the US, and will soon be confined to Canada, Alaska, and Greenland. Although that still represents a lot of cities, they are not putting up much resistance.

Roman_North_America..JPG


The Mayans, on the other hand, are making me fight for every tile. Since this screenie was taken, I've retaken and destroyed 'Gateway to Hell', and advanced about two tiles. Casualties were high on both sides, but at least we are out-producing them, I think. One pillaging Tank-Army was destroyed, but the second has now just the one rubber left to pillage.


Madagascan_beach-head.JPG


I should be able to finish the last turns tomorrow.
 
lurker's comment: What a game you guys. Great work:goodjob: . I've learned so much:D
I'm basically spamming to subscribe but I thought I'd ask a question too. I'm trying to convince my friend that artillery isn't a waste of shields (it's a frustrating argument). Anyone have one of the original saves?
 
Phaedo said:
lurker's comment: What a game you guys. Great work:goodjob: . I've learned so much:D
I'm basically spamming to subscribe but I thought I'd ask a question too. I'm trying to convince my friend that artillery isn't a waste of shields (it's a frustrating argument). Anyone have one of the original saves?

'Fraid not, but there are a couple of articles in the War Academy.

Did you pick-up on Andronicus' brilliant manoeuvre during the Sumerian Campaign? He was purposely allowing the enemy to capture our Artillery, so that they would move it for us on the inter-turn, then capturing it back to use it on ours. That one trick alone has improved my game a notch.
 
Bucephalus said:
Did you pick-up on Andronicus' brilliant manoeuvre during the Sumerian Campaign? He was purposely allowing the enemy to capture our Artillery, so that they would move it for us on the inter-turn, then capturing it back to use it on ours.

lurker's comment: I missed that, but would be interested in reading the turnlogs. I don't understand how this works, but would like to see. Can you give me a hint as to where to find it?
 
Aabraxan said:
lurker's comment: I missed that, but would be interested in reading the turnlogs. I don't understand how this works, but would like to see. Can you give me a hint as to where to find it?

Post #223. (Sorry, can't do the link-thing)
 
Phaedo said:
lurker's comment: I'm trying to convince my friend that artillery isn't a waste of shields (it's a frustrating argument). Anyone have one of the original saves?
I will look for a save - but it won't be before I started the game which looks to be around 2000 BC.

There are definitely two camps on artillery. I think it to be very powerful, and I put it to good use in this game: http://forums.civfanatics.com/showthread.php?s=&threadid=77319. Maybe your friend should try that game without artillery and see how quickly the world can be conquered.

Bucephalus - can't wait to get the save. I am already plotting what I will do first.
 
zerksees said:
Bucephalus - can't wait to get the save. I am already plotting what I will do first.

You'll have it tonight, I'm about to play my last turn; it's been immense fun, and the fighting in Oz has taxed my skills to the very limit.
 
lurker's comment: Thanks zerksees:) . Good suggestion. I read that game a couple of months ago. It's quite impresive
 
Rome is a spent force; they have no major cities left, save one in Florida. They still retain 30+ towns spread throughout Alaska, Canada, and Greenland.
We have 6 Tank-Armies, and a few Tanks and MI's, on the Continent which is more than enough; it's just time consuming ploughing through endless forests.
There are transports headed for Nova Scotia to transport troops to Greenland. A Marine Army is working it's way up the Pacific coast, picking off coastal cities.

The tide has turned in Oz; I've destroyed Piedro Negras, and we have a large stack heading in to the core. We have at our disposal, 100+ Tanks, 7 Tank-Armies, 1 Mech Inf.-Army, 80+ Mech Infantry, 30+ Artillery (there are more on transports, just one turn away), and 58 Bombers. There is an unfilled Army at 'New Copan', waiting for Modern Armour, which is just 2 turns away.

Mayans have 2 SOD's on the go, a mixture of MI and TOW; one is 40+ units, all of which are damaged, the second 60+ fresh troops.

I've pillaged the rubber, but they have reconnected.

All yours, Zerksees.

http://forums.civfanatics.com/uploads/38078/Mad_Madagascans_1840_AD.SAV
 
It soon became apparent that I wasn't going to be able to keep a detailed turnlog. There was so much fighting, that I quickly lost count of units lost by either side. Cities fell often in America, too often to note them.
All in all, there was something like 15 hrs gameplay.

Pre-turn: After 'Mobilizing', I'm disappointed to see that certain military builds are excluded from the production bonus, notably Bombers and Artillery. I'd still like to build both. Ah, it seems that in some cities - the ones wasting shields - we can use Tanks as a prebuild, then switch production to Bomber on the last turn. Loads of mm to be done. It's more shield-efficient now to have the specialists working tiles, in most cases. I've decided to retain the Artillery in America; we've got a fair stack of it in Africa, and I'm going to ship that to Australia. I should have it on turn 2.

Enter: In Central America, Rome completely ignores our presence, and annihilates 30+ Siphahi's.
However, in Australia, things are getting ugly; Maya has actually attacked our Armies :eek: They have all taken some serious knocks, and I'm not sure if I can get them back to safety. Pillaging any further is out of the question for the time being.

1822 AD: Man, where to start? This first turn has taken me five hours. Mobilization has made it necessary to mm the entire b****y Empire before I even move a unit.

In Central America:

I'm really glad I kept the Arty in America; Rome's entire stack of tanks has been destroyed, bar a few down in Ottoman territory. In doing so, I created Three MGL's. All bombers have been re-based to Mexico, and I shall begin the Conquest of Rome next turn.

In Australia: Use Settler to found, "Gateway to Hell"; use worker to build airstrip; airlift every available MI from Africa; ditto tanks, all builds going here from now on. Next turn should see me start clearing a bit of space - my Arty should have arrived.. Moved all pillaging Armies to more defendable terrain.


IBT: Maya send the biggest SOD I've ever seen, towards 'Gateway to Hell'; and I can't rush walls :eek:

1824 AD:

In Mexico: Lugdunum captured; Brundisium captured; auto-razed Verona, Mpondo; whipped a combat settler out of Lutitia. (13-2)

In Australia: Destroy small advance SOD, cavalry mainly. (15-0)
Airlifting Tanks, MI's, and Bombers. Pick up a red-lined Army with a transport, two others healing in mountains.
Airlift worker to rush walls.

IBT: Mayans keep on coming.

1826 AD:

Dzibilchaltun is destroyed, creating neutral ground to retreat to, and where I have enough captured workers to build fortress and Airstrip. All hardware withdrawn, 'Gateway to Hell' gifted to Arabia, so I get to keep our Arty. I completely lost count of battles won and lost, but they are losing at a ratio of 3:1; I think I can hold our ground without giving peace, but I'm going to need to reinforce if we are to advance.

IBT: Maya retake GTH from Arabia, but my plan has worked - plenty of sabre rattling, but no real fighting.

1828 AD:

In America: Destroy Pompei, and a Major Metro the name of which escapes me; but it's full steam ahead to Rome, now.

In Oz: Airstrip down, reinforcements pouring in; 2 turns to heal our Armies, then we're off.

IBT: Maya sacrifices more troops. No more casualties for us; the tide has turned at last.

1830_AD

More tanks pour in to Oz; next turn I will start to push.

In America, Intombe destroyed; move on the core. Destroy Mayan city on Hawaii.


IBT: Lose pillaging tank Army.

1832 AD:

Start to advance in Oz, destroyed MI stack of 20+
In America, Cumae is captured. Rome has been cleared out of all but the Eastern states, and Florida. Still plenty of small towns in Alaska and Canada.

IBT: Naval stuff, lose a couple of empty transports, sink battleship and two destroyers.

1834 AD:

In America, Veii is destroyed. Assorted former Zulu cities fall.
In Oz, retake and destroy GTH; move forward one tile. Army completed, and sent by sea from SE Asia; I've filled this one with MI, we need more solid defence, because our Tank-Armies are always the first defenders, so lose hit-points defending, something that is not their best use.

IBT: Four Mayan Bombers lost to AA fire.

1836: AD

In America: City of Rome destroyed, along with assorted towns.

In Oz: At last, real progress being made; we've got enough units now to make a difference. Mayan casualties running much higher than ours now. MGL in Oz. Shipping to our nearest city to await Mod Armour (Synthetic Fibres only 4 turns away.)

IBT: Massive stack appears again, but crucially, outside Piedro Negras.

1838: AD

In America, last of the Roman core falls; just a whole load of crappy little towns left now.
In Oz, Piedro Negras taken and destroyed, rubber disconnected.

IBT: Nada: Huge Mayan stack moves back and forth like a headless chicken.

1840 AD:

In America, Roman towns continue to fall apace.

In Oz, begin to advance on Mayan core; Bombers cause serious damage to 1 huge stack.

North America:

Roman_States.JPG



Northern Australia:

Northern_Oz.JPG
 
Well done Bucephalus.
That was a huge challenge in Australia - you have definitely turned the tide
 
Mid-turn updt: Where to start?

We have 157 cities, the AI has 93. I need to get them down to 0 in ten turns. Not sure if this is possible. There are still a lot of Mayan units floating around. Start moving units around and change a few builds to settlers, marines and ships. Wake up some workers to clean up pollution.

To my surprise the Mayans retreated on the first IBT – AI must have landed.

Turn 1
Germany is going to be the first to go. Found we are on “always renegotiate deals” and our ROP with them continues to the next turn. Move the workers out of their territory and put our mainland cav armies to the south just out of German territory and declare war.
German cities are #1 and #2. Romans lose three small cities #3 - #5. There would have been more but my strategy of sending workers to enemy territory to cut down forests did not work. Bucephalus was right - there are a lot of forests to trudge through. I am going to address this by getting a couple cav armies over here, and using healed tank armies which can move into 1 forest tile and attack on the same turn.

We have deals with Arabs and Ottomans. Not sure if we can end them all before DOW on them.

Mayans are another matter. They still have a lot of units walking around. I am going to ignore the units as much as possible and go after the cities. A big stack of our units is headed toward Cuello. I started a second stack toward the eastern city (name escapes me) with artillery. Bombers are taking a beating going after cities so I go after the units in neutral territory.

88 cities to go

Turn 2
On the Roman front, four more small cities fall #6 through #9. All my armies went to South American Base to heal but are blocked by an Arab settler and cav who stepped onto the railroad. This thwarted my effort to crush the Romans as I could have taken at 1-3 more cities. I am tempted to declare war on the Arabs, but instead block the passage to N. America and wait.

Also Ottomans slipped in a city on southern part of N. America, bringing the total up by 1.

A lot of units are now stacked up outside Cuello

85 cities to go.

IBT
Renew peace treaty with Ottomans. They will all be dead soon so who cares if promises get broken.

We have completed synthetic fibers, so a couple modern armor are produced.

Turn 3
We attack Cuello and take the city #10. I decide to keep it temporarily. There were eight units in there and our armies and a couple tanks did the trick. I also used bombers to put some heavy damage on Mayan units in the neutral zone. I landed some settlers and arties.

The Arab settler went away and Rome takes it on the chin. We take seven cities from them #11-#18, and the last Mayan city on N. America also falls #19.

75 cities to go

IBT
Argh the Mayans did not attack Cuello, instead they started pillaging all the tiles. I need those roads to speed their doom.

Turn 4 – 1848 AD
Rome takes another beating. Put our marine army to work to take Nicomedia (one tile island city) and six other N. American cities including Ravenna (in Florida on the map) #20 through #26. I think Rome has two cities on N. American mainland, the rest are islands.

It could have been worse but now Arab workers are blocking the road so healed up armies and newly delivered units are stuck in S. American Base city. I could DOW on ottomans and take their saltpeter to open the road. In fact I am planning this next.

Units are landing on Greenland to dispatch Roman presence there.

Started attack on Japan, but only had two marines and 8 bombers. They have one pikeman left on the red line.

Put bombers to work on Mayan city in NW. Lost four or 5 bombers but took out 10 fighters and reduced the city to size 9. Sent a couple cav armies over there but came up one short – they have a redlined mech inf left. It will fall next turn.

Artilleries and tanks/mech inf moved in range of city in east. It will fall next turn

Argh we do not have battlefield medicine so my non-army troops in the field are not healing. Change army build to battlefield medicine - due in 4 but probably too late.

68 to go, and this turn is not over. (Japan 1, Rome 17, Ottoman 15, Maya 15, Arab 20)

Overall 130-29 so far on combat. After I DOW on the Ottomans there should be a few more cities falling this turn.
 
Don't feel bad about about Battlefield Medicine, we couldn't build it previously; you must have captured enough cities with hospitals to do it now.

Keep going, I think that Mayan SOD will continue to run back and forth while you hit the cities, it did when I attacked Piedro Negras; it's a hell of a challenge, though.
 
Looks touch and go, but my money's on you to bring it home this turnset ;)
Arabs and Ottomen should melt before our forces - Mayans will be the last to fall. MAs will hopefuly speed it up. :ar15: :ar15: :ar15:
 
Update #2:
Forgot to mention I founded "Road to Mayan Doom" on our northern tip of Australia in turn 3. Rushed a harbor there so I could build RR to speed up movements.

Last night had some real life work to do so I only played an hour or so.

Turn 4 continued:
Gave ecology to Arabs, collect 2120 gold and MPP - maybe it will help them with all the scrap metal they are going to be recycling soon :mischief:
Demand a small city from Ottomans, they want to use my head as a ball, so I declare war on them.
Clear the Ottomans from their saltpeter and also take Tokyo #27 There were 3 inf and 5 siphais in there. Only one attack unit left so that will have to do this turn. Defend with a single elite mech inf.
Troop positioning in Mayaland - position to take 3 cities next turn: Uaxctun, Coba and Quiriqua. Abandon Cuello.

A few skirmishes on the IBT, oh and the Arabs DOW on the Ottomans.

Turn 5 1850 AD

Finally defeated the northwestern Maya city. Tried a couple time with tanks on damaged MI but all the tanks lost. Bombers finished the job and we walked in. #28 The city is size 1 and I think I will keep it for a turn.
Wreck Roman city of Aurelianorum (sp?) #29 and they have one left on the continent
Turn thoughts to Japan. Use a couple bombers and marine to take Matsuyama. #30 Japan is out of the game and Tokugawa now cleans marine boots for a living.

It was 12:30 in the morning and I need to get up for work in about 6 hours so I had to leave it there.

Put artillery barrage on eastern Mayan metro but barely did any damage. This is a size 15 metropolis on a hill, so I hope there are some bombers left to weaken the units in there, or our units are going to take some damage moving them out.

There is a lot of play left in turn 5. Plan to rush barracks at Road to Mayan Doom (to upgrade lots of tanks to MA), use the newly captured Mayan port city to land units and will leave that city open so Mayan units will rush to it (of course they can't reach it). I hope to have a new airbase in Mayan lands to centrally locate the bombers and reach all remaining cities with just one more "rebase" turn.

Also going to whack a bunch of Ottoman cities - hope to finish them by end of turn 6 though it will be close.

At least 2 maybe 3 more Roman cities going this turn also.

Overall 140-38. This ratio might get bad because I am using some units to speed up the assault, taking chances on low percentage battles.

64 to go
 
Update – the short version

Turn 5 continued

Rome loses Byzantium, Tarentum, Sapporo (#31-#33)
Ottomans lose Antalya, Nara, Izmo, Iznik, Satsuma (#34-#38)
Mayans lose Quirigua and Coba (#39 and #40)
Ottomans lose Uskudar, Edrine(#41 and #42)
[46-19] on that stretch. Most of the losses were on assault of Coba which cost 16 tanks

IBT

Arabs pop a city in S America
Lost a redline MA and Ottomans retake Uskudar (I planned this since armies are right outside waiting). They also took Jerusalem because I was sloppy
Mayans take a tank and two workers
Romans lost 4 cavs who impaled themselves on an elite mech inf that lost no hitpoints, and we lost a tank
[4-5]

Turn 6
Retake Uskudar and Jerusalem
Ottomans lose Persepolis, Ankara, Istanbul, Izmit, Konya (#43-#47)
Romans lose Artaxata and Cyrene (#48-#49)
Took some losses attacking Chicen Itza including a tank army. Attacking a size 13 on a hill with civil defense inside is a bad idea.
Play some dirty pool – take Salonika, Mediolanum, New Rome and Augustadorum from Rome in exchange for a very short peace. (#50-#53)


Ottomans have 2 cities, Rome has 7

Had to remobilize
Lost Satsuma to Ottoman on IBT.
[24-14]

Turn 7 – 1854 AD

Mayans lose Tulum and Chicen Itza (#54-#55). It’s ugly business but its working
Rome loses Londonium
Ottoman lose Satsuma again, then Bursa and Urfa (56-57). They are dead. 9 units go poof.
Arabs are in the way again as their workers are on the road. I grow tired of them and declare war.
Arabs lose Muscat, Kafa, Sinop, Anjar, Suhar, Aden, Aydin, Abydab (58-65)
[72-9]

Some AIs must have autorazed each other since the Mayans and Arabs have 10 cities each and the Romans have 5.

Turn 7 is not over though I can’t recall if there is much left to do atm.

I think I can finish Rome and Arabs but the Mayans are going to be hard to beat in 3 turns. Turn 6 was weak since I updated all the veteran tanks to modern armor and I moved the bombers south into range of new target cities.

Mostly I have been keeping the cities for 1 turn then razing them. I plopped a few new cities to speed up the assault.

25 to go
 
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