Own9 AWD Small Continents

I sent out the 2 man army to finish off the MW. BTW name those armies so you can track them. I use names like Imm-1, then Horse-4 or what ever the number is at the time. Then I always know how many armies I have and when I look at them from the F3, I can tell what they are. Plus tlaking about them in a post is easier.

I send out an immortal from Seidon to finish off the archer. I put the group of worker on the swap to road it. I abandon Swazi and move the unit towards Seidon.

Switch Arrow Valley to worker and rush it, then switch to archer and rush it. They can finsih of a weakened unit and have bombardment if attacked. You could make it a spear or even a Imm.

Move worker to the other side of Arrow to road. Move an Imm to Bactra. Want to be able to get the MW, if it retreats.

Send lead to cap.

I wonder if going into Monarchy so soon was a benefit. Despot allow me to use pop rushing.
 
Sorry I had to rush out the door. I meant to mention that great care should be given to making settlers. I seem to recall a mention of one and any for those towns that are likely to fall, could be the difference in some of the loses.

The settler could have been a spear or an archer and turn the tide in one or two places. It is just very hard to expand in AWD, especially without horses to pick of damaged units or cover a threat.

You have to turtle a bit and let them spend there excess units, befoe trying annex more land.
 
Thanks, vmxa! :hatsoff:

The settlers were important because we needed to get up to 12 cities for our 3rd army. I wish we could be expanding (I long for those Aztec horses we need so desparately) but that's not going to happen yet.

I'm starting to wonder too about the switch to Monarchy. Pop rushing could have saved us in a couple of places. It's not like our economy is doing so well that we could afford to cash-rush. On the other hand, we're so pressed now that we might not ever have the luxury of switching later.

Oh, and it's embarassing to admit this, but I can't figure out how to change the name of a unit. :blush:
 
If you go to preference you can enable advanced buttons or some such thing. I think then you will have two buttons on top of the rest. The right most is the rename.

Yes getting to 12 sounded nice, but was not going to be viable at that time. I think a few more units at an earlier point may have saved some of the other that were recently lost.

So now you may have had 4 or 6 more units and those cats. That would be huge, in that you could defend better and gotten in some kills.

Every choice is harsh at this level and this variant in AA. Hope you get a few breaks. If only one of the civs would take after someone els for a time.
 
The hotkey for renaming is shift-n or ctrl-n, can't remember but either will work.

Taker your time vmxa, I'll be reasdy to take it whenever.
 
I think vmxa was just taking a look at our current situation and seeing what could be done, rather than actually taking a set. Now, if we could talk him into a guest spot on the team, I certainly wouldn't object. :mischief: But the hot potato might still be yours, Beorn. (Or was Own going to take a shot at it? :hmm: )
 
Yeah there was something fishy about him taking the save, but I couldn't point what it was. Yeah, he's not on the official roster. I'll have to read more carefully :p
 
Sorry for the confusion. SM send me a PM to look at it and that is why I posted some ideas for consideration. I was an unoffical member as Own had my name in the start list.

I begged off as I go nuts waiting for turns and responses. I do like to read what is going on from time to time.

I guess it all started when a previous SG of Own's looked like it was going to sleep and I offered to fill in to finish it. I just hate to see all the effort that everyone put in be lost and it looked like a few turn sets would do it.
 
IMO the point is to have fun playing, the whole point of it, so although I don't play to lose, wether we win or lose or finish the game at all matters little to me: the good times playing are what I remember.

I've got a newly formed, significant load of things on the shelf, so I'll play either when I get more feedback or when I get significantly ahead in the work, whichever comes first.
 
Let the guy play if he has the answer. :lol:

Or I'll play, since I understand some of his ideas. But then, I'm pretty busy.

So if vmxa feels like he wants to be involved, let him play. :)
 
AFAIK, the roster should be:

Roster:
Smart - backed out after 5 turns.
SM - got two leaders, lost an army and cats
BEF - up if he wants it
Goz - busy but ready to whack somebody (on deck)
Own - Went to grandma (skipped), not heard from recently

vmxa - not on the roster, but offered welcome advice

vmxa would be more than welcome to sign on here (in this monkey's opinion), but I suspect that the pace of SGs are too frustrating for him, so he'll stay a lurker.
 
Own said:
I've been busy and honestly uninterested in civ recently.
lurker's comment: I wonder if he's gotten himself a girlfriend and a life. :hmm:
 
Alright Own, we all have such passes. I'll play this in a moment, while trying to keep the comments in mind.

Roster:
Smart -
SM -
BEF - playing
Goz -
 
First thing upon entering, I form the army, abandon Swazi, clear all but a pike from our land. The red stack is full of LB's, much easier to attack than to defend against. I rush a barrack in Sardis for the curative properties of stacked up soldier housings and troop commanders' yells and foul breath.

On the first IBT, I see a catapult dragged in along with the green stack:



On the second IBT, I lose Hilltop to badluck, Sidon to a stack of LB's I haven't been able to attack (pike+2 maces cover was too thick for our troops with a 1/4 catapult hit rate). Sardis holds.

3rd IBT gives Copernicus' to the Iroquois. Let's recall we're doing min on MM. I resign. If anyone wants to grab, here's SM's save. Mine is a straightforward loss.
 
This may be a dead game. :cry:

If Own has moved on, then unless Goz would like a crack at it, we may have to run up the white flag. It's too bad. We had a good opening spot and good luck with iron in our core, but AW small continents with three :eek: militaristic civs as neighbors may have been too much.

We could try fighting this out to the bitter end, but losing Hilltop (where the Persians held off so many waves of attackers) as well as Sidon takes the wind out of my sails. I don't know that I'd want to see it go down to the last spearman. But that's just my opinion.

My further thought is that AWD on small continents might be winnable with an agricultrual civ or (and I'm tending towards this one myself) as the Romans. Starting with Warrior Code is good, but not the most important thing. Having an early uu that defends as well as it attacks could have made the difference. The immortals just don't cut it as a defender, and we ended up just never getting the traction on offense to make them really effective. But again, that's just this monkey's opinion.
 
I think easier opponents and a better UU (immortals are awesome, but given the circumstances, I would have taken a legion any day) would have made this a win. We had a good team and a good planning, but you can't get them all. AWD continents against 3 mils is, indeed, overkilling it.

Edit: yeah, what you said about rom, didn't notice :blush:
 
unless Goz would like a crack at it

I looked at it and got similar results as Beorn. We're too thin and the opponents are just too strong. It's a lost game.

As SM pointed out, 3 Mil civs on the same landmass is at least one too many. I also think the land we had wasn't the best, too many mountains and even marshes that slowed down our expansion. The location was a pity as well.

It was quite interesting though and a always a challenge. :)
 
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