Ok, I'm probably not a very good turnplayer since I totally forgot to take any screen shots. I can probably retrace my steps enough to get the relevant shots in hindsight though.
Here we go:
Accept the 20 gpt sent by SABER.
FREE forgot to send with accept, press accept and send it back to them.
The Gulag, The Bayou worker->horse; The Silo, The Institute horse->horse; The Tower warrior->warrior
Time to bite the bullet:
Battle for the Beach:
vAC Kong Joo (5/5) vs vPike (4/4),
wins at 2/5
vAC Parang (5/5) vs vMace (4/4),
retreats, defender at 2/4
vMace Nam-Il (4/4) vs vMace (4/4),
wins at 2/4
vAC Eul-Yong (5/5) vs vMace (4/4),
wins at 4/5
vAC Jung-Hwan (5/5) vs vMW (4/4),
wins at 1/5
Ok, MWs from now on then, I had half expected to see the 2/4 mace first (but thinking about it I realize why we didn't). So from now on I can just attack with everything we've got:
vHorse (4/4) vs vMW (4/4),
loses, defender at 2/4
rHorse (3/3) vs vMW (4/4),
wins and promotes to 2/4
rHorse (3/3) vs vMW (4/4),
wins at 1/3
rHorse (3/3) vs vMW (4/4),
loses, defender at 2/4
rHorse (3/3) vs vMW (4/4),
wins and promotes to 2/4
vAC Jih-Hoon (5/5) vs vMW (4/4),
wins at 2/5
rHorse (3/3) vs vMW (4/4),
wins at 1/3
rHorse (3/3) vs vMW (4/4),
wins at 3/3
vAC (1/5) vs vMW (4/4),
wins at 1/5

vHorse (4/4) vs vMW (4/4),
wins at 2/4
rHorse (3/3) vs vMW (4/4),
loses, defender at 2/4
rHorse (3/3) vs vMW (4/4),
loses, defender at 3/4
rHorse (3/3) vs vMW (4/4),
wins at 1/3
Yeah yeah, before you say anything, I know

. But battle rage gripped me, and I couldn't help it. Things were going so well, and my fingers had pushed the button before I really knew what I was doing. In hindsight I tried to come up with a good, logical explanation for why I wanted to do that attack, so I could justify my action here to you, but there just isn't any. It was already becoming clear that there would be more defenders in TN than there would be attackers left, so it would have been so much better to simply let him rest and recover. I could have called it a misclick, but that would probably make me look even more stupic, and it really wasn't a misclick. But I won, so why are you complaining?!
(I could hear my own heartbeat rather loudly at that point...)
Anyway, time for a Tally:
13 wins, 1 retreat, 4 losses.
Decent results. Offa's simulator says we had ~36% chance of taking out 14 units and ~58% chance of taking out 13 so we're pretty much where we can expect to be. But those numbers are not quite correct since they are only against
exactly that number of opponents, so the latter strikes would be against wounded units. So in reality our luck was better than that since we were facing fresh troops all the time.
Unit count:
Us: 10 in The Nursery, 4 precariously 1E of their stack
Them: 7 units on the beach; 2@4/4, 1@3/4, 4@2/4
So, they can't take the town now. They could kill a lot of our wounded though, the 4 units just E of their stack live in risk. The war is still very much in the balance. But let's hope they pull back out to their galleys to heal, reform and regroup, and give us time to heal up some too. They can count for themselves and see (from the battle results) that we must have more units in TN than they could take out, so keep your fingers crossed.
Battles of the Sea:
CG Chamsuri 2 (3/3) attacks a BABE galley near The Lookout, deals 1hp dmg before sinking.

(sorry Paul) (I actually did this attack first of all, if anyone wants to retrace my moves to get screen shots or unit data or whatever)
Galley (3/3) attacks a BABE galley near The Black Seal and wins at 3/3! That covers the threat towards the far west for now, but we could still be facing units in the marshes (+20% defense bonus) next turn.
Move CG Gin, CG Aerok and CG Ji-Do towards The Whale Pond where they will make a stand.
At all points throughout the turn we have been Weak to BABE. We still are. Admittedly we've lost a bunch of HP as well, but still...
Workers CommandoBob, TB1 and TB3 run the risk of capture if the BABEs punch through our stack there. I realize to late that in MP all the workers have already moved, so I try to wake TB1 up and fail

. So there's no escape for them, and now I've wasted 2 turns of roading for him as well.

Oh well, I can just as well set CommandoBob (who hadn't started roading and thus fooled me) to road as well then.
Wotan moves to the tile 1N of CommandoBob's stack to road the one tile I really want to see roaded. Plus he's out of harm's way there.
killercane, Sir Bugsy and Daghda move to 1N of The Arboretum to build a shortcut road there. We really have too few roads. TC2 moves NW to road the BG there.
Mace Woon-Jae moves to the worker S of The New Yard. Remember that they have another 6 units that could be unloaded, in hindsight I should have placed him just SE of The Pier since that's the one tile our units in The Nursery can't reach next turn. At least we can have a musket in The Pier if they try that, so maybe it's all good anyway.
Our Pikeman near The Silo would take two turns to reach The Institute, and another 1-2 turns to be able to block anything. And we can't even be sure that there is still a battle there when he arrives. I decide to head him north instead, rename him to Nortward bound so we don't forget.
Gather our newest AC together with one vHorse and 3 rHorse on the iron mine 2E of The Institute. From this tile they can reach the area near The Nursery, but also reach The Pier if that's the new risk area next turn. They can't attack there though, but at least they could ensure we don't lose the town if things go badly. One more rHorse can't quite reach all the way there.
Rush barracks in The Nursery, and horses in The Pier and The New Yard. 10 gp left in treasury, so no shortrush in The Admiralty.
Disband our three warriors on Subcommmittteeee Island, and abandon The Tower and The End of the World (let's hope it's not). Hmm, seems we got some money from that, 57 gp now

. Go shortrush that horse after all then, 17 gold now.
The Chamber switches musket to horse.
The Treasury will finish Sistine's (or Sun Tzu

) in 6.
The Igloo set to 8 spt, it can normally do 7-7-8-8 but I want to get as many shields in early in case we decide to rush here.
The Gulag and The Bayou set back to grow fast, they are better at higher size.
Maximize for shields over gold in Chamsuri's Cove, The Arboretum and The Meeting Room.
Research set to 0%, 123 gpt. Also switch our four scientists to taxmen for 131 gpt total.
That's about as much as I can do, so now it's hoping and praying.
