Race Wars 1: Nordic Sagas

Sorry, had a busy weekend, just started a new job will be able to play my next turnset
 
Bede,

How was the sushi? Are you going to share w/ Cleo?

Nice set of turns. I like having Cleo as a research partner, for now.
 
Good summary on your reasoning on attacking Japan over Egypt. Well thought out... made a believer out of me!

Question about mixing Pikes with Zerks... Now, this is just for my information, but I thought it was bad to mix types... I understand it gives the army much more defense, but do we loose anything in the process? Just questioning for my education.:)

Now, I've noticed you've played several games with 'zerks alright... any advice before I jump into this one? I'm just planning on attack as many cities from the sea as I can... then moving the boats with injured units out of Japan's culture to heal the units. Then when we control at least 1 town, will just land as many units as I can. This is gonna be fun... oh yeah, "Got it!"

Say a prayer for us Heathens, Brother Bede, as we march towards the gates of Valhalla! (Edo too)
 
alerum68 said:
Question about mixing Pikes with Zerks... Now, this is just for my information, but I thought it was bad to mix types... I understand it gives the army much more defense, but do we loose anything in the process? Just questioning for my education.:)
It reduces the attack value of the army to mix types with the same movement value but different attack values, but...'zerks have an overwhelming attack value for their time, defensive bombard, but low defense relative to potential attackers, so, if you are going to use them on land you want to have at least one element to absorb any attacks... at least that has worked for before.

alerum68 said:
Now, I've noticed you've played several games with 'zerks alright... any advice before I jump into this one? I'm just planning on attack as many cities from the sea as I can... then moving the boats with injured units out of Japan's culture to heal the units. Then when we control at least 1 town, will just land as many units as I can.

Take the cities one at a time. As you get closer to the capitol the defense will become stiffer. Four to eight zerks will do the job against spears, remember Toku has no iron, so no pikemen, swords or samurai. The town on the peninsula west of Edo should fall easily and I think there are pikes in a boat on their way up the coast, so to make it easy, take the town, then hustle an army from Edo down to cover any wounded on land, land the pikes, load the wounded into the pike boat and hustle back to Edo.Keep moving the boats with healthy zerks towards the next objective. The key here is the speed available with sea movement across hostile territory so keep the tempo up 'till you run out of healthy attackers, then stop to catch your breath.

Above all, do not expose 'zerks without defenders to land attack without some terrain defensive bonus, like hills trees or mountains.

alerum68 said:
This is gonna be fun... oh yeah, "Got it!"

Say a prayer for us Heathens, Brother Bede, as we march towards the gates of Valhalla! (Edo too)

I think I am going to offer a prayer for the repose of the soul of the Japanese, instead. :ninja:

Meanwhile I am on the edge of my seat....
 
Well, maybe all of the improvements Cleo builds in our city won't be removed when we take the cities.
 
This is bringing back some memories for a Swede who graduated from a high school (20+ years ago) where we were the Vikings and our yearbook was the Valhalla. However, none of those memories included wanting to slaughter Egyptians. I would have liked to throttle a lab partner or two but that was the extent of the violent impulses. Again, keeping Cleo around as our lab partner, for now, is a great idea.

Targeting Japan while they lacked iron was a good catch. Seems obvious now but it didn’t occur to me.

Combining a pike w/ the zerks seemed wrong but not when you look at their defense. This way you get a defender that keeps up.
 
Turn 0 (650AD)
Start off by doing a little MMing. Everyone misses things when they're knee deep in Sushi.
Alright, so brother Bede didn't miss much. Was able to shave a turn off the Heroic Epic without slowing the 'zerk in Copenhagen.... shave a turn off a few other misc builds by swapping things around for a turn, nothing major. No trades on the table... alright, now it's time to think war.
Move one of our zerks armies a bit to bust some fog.

IBT
coulple of archers enter Edo's sphere of culture.
Copenhagen Zerk => Sun Tzu's art of war. Due in 34, so it's vetoable.
Tromso Couthourse => zerk
Hammerfest worker => worker

Turn 1(660AD)
Vet horse vs Reg archer = We win, promote to Elite and return to Edo.
MM Copenhagen to drop the build from 34 to 29... stops growth this way though, so the next leader can keep or change it.
Think about this some more... (was working on it last night too) And decide that after Education that I'm going to turn research down to 10%, or I may even hire a sci-guy.
Move troops toward Nagoya... they're going to be the next to fall.

IBT
Archer takes out one of our Horseman in Edo. They're on a tile that I can't retreat from so was a bit leary of taking them out. I'm going to have to use the Army to finish them off.
Reykjavik pikeman => pikeman
Oslo Courthouse => zerk
Alesund pikeman = > zerk

Turn 2 (670AD)
Upgrade our last 2 archers
Vet Archer vs barb horse = Win, gaining 25 gold from camp. 1 dam
Pillaging army cuts off Japans Spices.

*** Nagoya *** Naval assult!
Vet zerk vs reg spear = we win, 1 dam, promote elite.
Elite zerk vs reg spear = We win, no damage.
Nagoya is ours.

zerk army vs reg archer near edo = 1 damage.
repeat but vet archer = we win no dam
Lovely! Edo acts as a canal city, allowing us to get to Fima with our boats.
Oh yeah, Nagoya has a harbor, as well as claiming a source of silks... I can now MM the cities, and maybe drop the luxury tax.:)
Nope, can't drop the lux tax until I get a defender into Trondheim next turn. Then we can enjoy a tax free world.;)

IBT
Japan wants to talk... Sorry, Loki don't talk to the likes of you...
a whole bunch of workers enters Yokohama.
:boggle: Egypt declares on the Celts... wonder how long before she asks us to join in her fight.

Trondheim galley > Galley
birka galley > galley
Molde marketplace > zerk
Take the zerk out of Nagoya. Afraid of flip risk, and for some reason I don't expect much of a counter attack on this side of Japan.... Bede didn't point it out, but him taking Edo first cut Japan in half.

Turn 3 (680AD)
What's this? Hakodate is founded off our coastline. I think I'll leave it be and request if for peace.
Nothing else happens.

IBT
Reykjavik Pikeman = > pikeman
Chicago Pikeman = > zerk
Karasjok Library => marketplace
Haugesund harbor => galley
sarpborg worker => Worker
These names are worse then Korea or Iroquios.

Turn 4 (690AD)
*** Kagoshima ***
Elite zerk vs reg spear => We win... just a thought... if we generate a leader at sea, and there's no room on a ship, what hapens.
vet zerk vs reg spear => we win, loose 2 hps, and promote.
Kagoshima is ours... can't belive how easy this is going... what will we do when we have to make landfall? (sigh) Talk about Blitzkrieg....
*** Osaka***
zerk army vs reg spear = 1 dam, we win.
repeat = 1 dam, we win.
second zerk army vs reg spear = we win, no damage. Osaka is ours. Move the army out. Have a feeling this city is going to flip... is size 8.
Trade the Aztecs their worker for 91 gold.

IBT
Our Golden Age Ends.... thought I had 1 more turn.:(
we're -39gpt, and have 1 gold in the bank. Wow, that was close.
Because the GA ended, we didn't pull Education that time. Will get it next turn. +36gpt.

Turn 5 (700AD)
Capture japanese worker near kagoshima.
Yokohama has culture, I can see it's 21 tile borders... It's ours.;)

*** Yokohama ***
vet zerk vs reg spear = we win, 1 dam, become elite.
vet zerk vs reg spear = we win, 1 dam.
Yokhama is ours.
Change haugesund from galley to courthouse.

IBT
alot of japanese workers move ne... I want that stack, but it's not worth the risk.
Education comes in. Min research towards Astronomy. takes 50 turns, but truthfully we don't even need to use sea squares... will make it somewhat quicker, but it's not needed. 4300 gold in our pocket is worth it, considering I don't see us a need to research much beyond astronomy. If we want Magnetism, it'll take another 100 turns unless we can to start researching on max again.
Trondheim Galley => Galley
Aztecs are building Knights Templar. Still no news on anyone building Sun Tzu. Think we have a chance to claim that one. Free baracks rock!


Turn 6 (710AD)
*** Sapporo ***
vet zerk vs reg spear = we win 3 dam! Wow.
Taking a chance here... 4hp elite zerk vs reg spear = We win, no dam.
Sapporo is ours, along with 1 worker... there are 5 workers to the west. I'm going to risk a zerk, and a galley to try and claim those workers. It's a fair trade IMHO, and I'm scared they may flee... besides, this ship has reached the last japanese city in this direction, and probably won't do much until the next war. :hammer:

IBT

Turn 7(720AD)
Change Honningsvag from Library to Courthouse.
Change Edo's taxman to sci-guy. This keeps sci the same, but brings GPT up from 96 to 115.:)
Only downside is when they shrink down, we'll loose it... so keep a close eye on it.
Toku will give us Peace for one of his small cities. No way. All or nothing.

IBT
Reykjavik pikeman => pikeman
Birka galley = > galley

Turn 8 (730AD)
*** Kyoto!!! ***
Elite Zerk vs reg spear = we win, no damage
4hp Elite zerk vs reg spear = we win, 2 damage
vet zerk vs reg spear = we win, 3 dam!!
vet zerk vs reg spear = We win, 2 dam
Kyoto is ours! and this as well

rw_kyoto_GW.JPG


We didn't have any walls to sell, so no gain in gold, but will hurt them, and help us.;)
We don't have any more naval attacks... from this point on we're just going to have to attack by land.
change Reykjavik from pikeman to zerk.

IBT
LOL! Jap archer flees from our 2 armies.
Oslo zerk => zerk
aarhus courthouse => zerk
Sapporo riots because of the war.
Egypt complete Knights Templar in Heliopolis.
Arabs switch to Sistine Chapel.

Turn 9 (740AD)
2hp vet zerk demolishes reg archer, taking no damage. These guys are amazing... bloodlust anyone?


IBT
archer attacks our zerk, and dies, bringing us to 1hp. the only thing that saved us was the zerk army well positioned to do a ZoC bombardment.
Washington Library => zerk
Alesund zerk => zerk
Sapparo restores order.

Turn 9 (740)
SOmehow my turns got messed up... to lazy to find the problem, so just giong to keep going like this. Will finish at 750.
Oh yeah, here it goes... going to pop a goodie hut! (mosh) Bring on the barbs! Just a map of land we pretty much knew... did bust a few tiles of fog though.

*** Satsuma ***
army vs reg spear = we win, no damage

*** Tokyo ***
Army vs reg spear = We win 1 dam
repeat = we win, and 1 unit promotes inside the army to elite.

IBT
see some aztec and arabian movement.
Trondheim galley => galley
Edo worker > worker = quell a resister.
Vadso library => barracks
Shimnoske and Sapparo resistance ends.
batsfjord harbor => worker this city is just to corrupt to be of use for anything else.
Japan starts Sun Tzu... hehehe... in which city?

Turn 10 (750AD)
*** Satsuma ***
8 hp zerk army vs reg spear = we win no dam
repeat = we win, losing 3 dam and claiming the city, but the army stops in Satsuma. Hope it won't flip, but it was worth it even if it does.:p We have enough elites to make another one fairly soon.

*** Tokoyo ***
vet zerk vs reg spear = we win, 2 dam and promote.
army vs reg separ = We win, no dam and claim the city with a ton of workers.

Summary and notes:
I gashed my thumb open, so it's a pain to alt-tab... y'all better apprecate the pain I went through.

I didn't take it, but Toku will give us peace for his last 2 cities, but that will leave him with 1. The 2 cities he will get are on islands... in fact, I think all three are. I don't know where his capitol is, and one of the 2 cities is on an island close to us. I think it may be worth taking peace and coming back for him later. Will end the resitance and allow us to move on to bigger and better things.
Our core is almost 100% complete. We can either send our worker core towards the east and improve the old american lands, or else we can send them north to the new japanese lands. Think we should make a choice on this one, and not just let it fly to chance.
Keep building workers and starving down Japanese cities.
The main strentgh of the zerk, being able to attack from boats very rapidly is almost gone for us now.
I know Hakodate is just south of our penisula, but Ise and their capitol is unknown to me. It's somewhere north in the dog is the best I can determine.... looks like they had kind of a rough start and didn't build quick enough, lossing some land close to them and had to spread out.

Didn't say anything before because I didn't want to jinx it... but I didn't have a single loss in battle... not one.:) Not sure if the Viks could be called the best civ in the game, but the zerk sure deserves the title of the best UU. I've never gone almost a complete war without lossing a single unit...



Here's the save
 
Nice job- those Beserkers really tear up medieval defenses. Now I know why they tend to own games if they go to war in the middle ages. :lol:

I find it odd that the AI hasn't settled that island off Giza yet. It must be completely devoid of resources.
 
Fine style, fine style...

Well done.

Make peace with Toku for two cities while the captured towns still have enough pop to whip, let the zerks heal, whip some defense into the new towns, then take on Carthage.

On research: How's our lab partner doing? If she didn't learn anything new recently we may want to turn up the heat on the scientists again. We need caravels and then galleons, and maybe some frigates. Cash is only good for trading or unit upgrades in this government so building a big reserve just makes us a bigger target.
 
Got it.

Looks like all is going well.

Care to give me input on where to send the worker forces as suggested in the thread?
 
First take a look at the towns around Tromso. Any town with more than 12fpt should have some irrigation replaced with mines to boost production. Then into the American lands to trim the terrain there. You may have to irrigate up through the tundra to get water up there. Optimum population for our govrenemtn type is 6, so figure it from there.

Only when the homeland is trimmed properly should we move workers to the Japanese lands as they will be hopelessly corrupt for some time.

Use the whip liberally(?) in Japan to cut the Japanese population. Use short rushes if needed (for thirty shields choose a 20 shield item and whip that, then produce the last ten). Your best protection against flips to Egypt is going to be courthouses, then culture.
 
Bede said:
Use the whip liberally(?) in Japan to cut the Japanese population. Use short rushes if needed (for thirty shields choose a 20 shield item and whip that, then produce the last ten). Your best protection against flips to Egypt is going to be courthouses, then culture.

If your not sure how to whip like Bede is describing, ask and ye shall recieve.;) is a bit harder for us because I normally use Longbowman to be our 20 shield marker, but I think Spearman should work just fine.
 
SK hasn't posted yet, but he requested to be dropped from this SG since he has to much going ion IRL, and he had commitments to other SGs before this one. I figured we needed to find a replacement, and since I sponsered the team I decided to ask someone to join in SKs place... I doubt anyone will object for Bugsy to join us?;)
:worship: :rockon: :viking:
Current Rooster:

Alerum
Bede
JB <== Is up
SmellinCoffee <== On deck
Sir Bugsy

Hope the turn order is okay for everyone. If anyone wants to change it, now would be the perfect time...:)
 
Welcome to the team, Bugsy! :)
 
Zerks are probably the most powerful unit relative to their age in the game. You guys have been playing them just the way they should. The amphibious assault is huge at this stage, plus you can get counter attacked if you are sitting in a boat. :viking: <= need to use this smilie more for this game.
 
Actually it's widely believed that vikings never had horns on their helmets.:p But that's beside the point... The fact is, that the zerk, because of its timing can ensure a conquest victory before any other units are made... I didn't loose 1 zerk battle, and that's including a 2hp vet taking a healty spear in a city.
 
Blah, blah, blah....

Placeholder for something important.
 
@alerum,

roster suggestion:

slot yourself after Bugs and I'll pick it up from there.

comment on the use of 'zerks:

It is the equivalent of a tank when on a boat, but practically useless as a foot slogger.

Delivering zerks in four move galleys is even more deadly than the cavalry on land when you consider the relative strength of the defenders. Nobody but nobody has a defender with a value greater than 3 this early in the middle ages. The only reason I built the zerk armies was to have a fast(er) moving land force for pillaging and garrison duty that was not vulnerable to the opponent's fast moving unit. Use the horses for scouting ahead of the armies and never move the armies within two or three tiles of an invisible land area.

Also, been rethinking the research priorities: slow it down!! We need to keep the effectiveness of our zerks as long as possible. The only nation showing any research capability at all is Egypt, so we need to take whatever steps are necessary to keep her pace down: take all her money, keep her at war with somebody, anybody, everybody, preferably as far from our homeland as possible..and not our chosen target.
 
Back
Top Bottom