Rat37 - Very Random AWE

It is true the Cavalry are able to defend a lot more area, so ya, I can see that we could need some. I also think getting our core productive - mostly with aquaducts to grow past size 6 as important too - perhaps more so than losing some corrupt town. If we have the aquaducts, then I think a mix of cav and markets works best.

I would definitely keep researching at least until steam. Rail will make things easier. We are a bit on the weak size to pump out lots of Cavalry. Rails will get our cities to decent levels of production, so I definitely don't think going for rails would slow the win - probably the opposite.
 
Got it...let's see what can be done...will be out 2 nights though...playing my turns on Friday I guess
 
Positive update has arrived! I am home recovering from the hospital, quite sore and all, but there is no better therapy than returning to normal. I believe by next week I'll be at least 95%, so I might be able to take a turn then.
 
Glad to hear the god news TheOverseer714. Make sure you rest well.
 
Positive update has arrived! I am home recovering from the hospital, quite sore and all, but there is no better therapy than returning to normal. I believe by next week I'll be at least 95%, so I might be able to take a turn then.

Welcome back Overseer. Glad to hear everything went well for you.
 
lurker's comment:

Positive update has arrived! I am home recovering from the hospital, quite sore and all, but there is no better therapy than returning to normal. I believe by next week I'll be at least 95%, so I might be able to take a turn then.

Welcome back! May your recover be swift. I have been lurking a long time and I have learned so much from you and your other expert companions! Thanks

 
Pre-Turn
MM a little

IT Greeks land 3 cavs on the iron island and we get physics
magnetism will take a while but steam surely will help us
Tarsus flips

1. 1380AD
defeat 3 units and take Hattusas back
defeat1 unit and Tarsus is ours again

take out all 3 cavs but lose a horse in the process

2. 1385AD
nothing much as we need to rest our troops

IT Greek land 4 units yet again at the same spot
Hattusas deposes us yet again
Korea starts Smiths

3. 1390AD
barely manage to take care of the landing, but a wounded LB is left
take back Hattusas

IT Greek Lb defeats a sword and land yet another cav, we really need better defense there

4. 1395AD
take out both LB and cav since we have 1 cav there as well ourselves
found New Intombe to ease our unit support

5. 1400AD
2 armies are now next to Ankuwa

IT Egypt lands 2 units next to Tarsus and we get a templar

6. 1405AD
take out 1/2 Egyptians
the catapults/trebs do very poorly at Ankuwa, but since there are only regular units, we manage to take the city

IT Egypt loses its last unit, Greece drops a cav on our homeland

7. 1410AD
defeat the cavalry, our scouting caravel spots a German rifle

8. 1415AD
defeat a Hittite LB and found another city
approach Aleppo
defeat 2 landed cavs

IT Germans land a cav near Aleppo?

9. 1420AD
lose a cav while taking out the German cavalry

IT greeks start to bombard, annoying and they succeed twice

10. 1425AD
take out a Hittite LB
take out 2 muskets in Aleppo, we should be able to secure that city soon


The Roster
ThERat
Greebley - up
AndrewN - MIA
TheOverseer
M60A3TTS
 

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a picture of our Hittite holdings. We should be able to take over the entire island soon. We might want to raze Aleppo and the other city to reduce flips
 
lurker's comment:

Welcome back! May your recover be swift. I have been lurking a long time and I have learned so much from you and your other expert companions! Thanks


Thank you, Ivan. Welcome to our SG, we like lurkers here, since once we were all lurkers. Glad to know we aren't the only ones followig our games.
 
Preturn: We still have a terrible economy. I am going to work on that. Start by having towns be over size 6.

IBT: Some bombardment

1430 AD: Kill two Musket in Allepo. Lower unit expenses by disbanding a Cats especially in places less likely to need them. Keeping the Trebs and Cannon for eventual Rifle landings.

IBT: Hattusas flips again. Korea drops Cav near Aleppo
Greeks drop the dread Warrior.

1435 AD: We redline all over the place. but capture Aleppo and Kadesh. Even the Elite MDI redlines against the Warrior. Size 1 island city is now the Hittites only city. I kept the cities until we can get Settlers there.

1440 AD: Got science to 30% but it required worker merging and unit disband and some settling. I am hoping Hattusas won't flip again as it is size 1.

1445 AD: Healing

IBT: Greek land 3 Cavalry next to Iron Jungle

1450 AD: Kill 3 Cav. Science to 0 and still getting Magnetism in 1.

Notes:
Stopping after 5. We need to decide as a group where to attack next. I see two possibilities:

Attack Egypt down here. We could get well established if we blocked off the Greeks (see picture)

Or we could go for Korea or take out the Northern Peninsula and only deal with the Greeks. It is farther away however.

With some of the Worker merges we are short on them for when Rails come in. We should build a bunch when we reach Steam.



 
I don't see us winning this if we don't start clipping the Greek wings way back, so I like attacking the Greek tundra towns in a slash and burn style, working slowly toward their core, maybe picking up a leader or 2. Cavalry armies can then destroy their core and resources. With Greece gone, the rest should be easier. Korea is an island, and I hate invading islands. Egypt is more a nuisance than a threat, so they can wait too.
 
Yes, let's go after the Greek.

Greebley, are you handing this over or are you going to play another 5 turns?
 
The Roster
ThERat
Greebley
AndrewN - MIA
TheOverseer - up
M60A3TTS
 
I will download the save and begin playing tonight or tomorrow night. I may be a little slow at first, so bear with me.
 
Almost done, this game is tortuously slow, who would think AW could get boring? I am slowly getting one Mace army toward the Greek tundra towns, the next player might get it there.
 
So little has changed that a picture would be a waste. This was a treading water turn-set at best, while our opponents continue growing. The sea is becoming very dangerous, we may need to go after Egypt first because of this. Our 1 Frigate was sunk immediately after entering the north ocean, which means any expedition in that direction needs a large escort force. Here is my turn-log:
Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over.
Look around for some thing needing fixed, find almost nothing.

Civilian units:
Settlers 3
Workers 12
Slaves 10

Military units:
Archers 3
Maces 6
Horsemen 1
Cavalry 7
Impis 12
Pikemen 16
Armies 3
Catapults 1
Cannon 1
Galleys 7
Caravel 1

Unit Support:
Total units: 112
Allowed: 102
Support cost: 10 gpt

Press enter=>

IBT: Korea wants to talk. Lots of boats move around, no landings, 2 bombardments. Magnetism researched, ToG in a pathetic 12 turns.
KT gives us a Crusader.
Carthage Cavalry=> Cavalry.
Umfolozi Aqueduct=>Marketplace.

Turn 1, 1455 AD: We need some Galleons and Frigates as escorts.
First Frigate built is at Intombe, switch from Aqueduct, we need veteran Frigates more than another city.

IBT: Egypt lands a Mace near Ngome, Greeks land 3 Cavalry at Isles End.
Ankuwa Worker=>Cannon (if this town is to be abandoned and replaced, change it back to a worker)
Intombe Frigate=>Frigate.

Turn 2, 1460 AD: Bombard and kill all intruders with elite units.
Upgrade 1 Galley at a cost of 60 gold.

IBT: Typical bombardment, no landings and no builds complete.

Turn 3, 1465 AD: Do nothing except move the army onto our new Galleon.

IBT: Typical bombardment, no landings.
Zimbabwe Library=>Cavalry.
Bapedi Galleon=>Frigate.

Turn 4, 1470 AD: Even less to do.

IBT: Typical bombardment, Egypt lands a Mace near Ngome.

Turn 5, 1475 AD: Land army, I’d not want to lose it.
Bombard and kill the Egyptian Mace.

IBT: Typical bombardment, no landings, but 3 transport type vehicles are within our waters.

Turn 6, 1480 AD: This is so slow I feel like I should be doing more. Nothing to do.

IBT: Typical bombardment, Korea lands a Cavalry, Egypt lands a Mace, both near Carthage.
Hattusas Barracks=>Cannon.
Ulundi Cavalry=>Cavalry.
Kadesh Worker=>Cannon.

Turn 7, 1485 AD: Landings dealt with, forthwith. No leaders, though I am using elites mostly.

IBT: Typical bombardment, though this time a citizen is killed. Egypt lands a Mace near Isle’s End, which riots. There are 3 Greek flotillas around there, so next turn could be quite interesting.
Harran Harbor=>Cannon.
Isandlhwana Library=>Marketplace.

Turn 8, 1490 AD: Our invasion fleet is almost ready.

IBT: Typical bombardment, Greeks land 2 Cavalry in jungle near Ibabanago.
Hlobane Marketplace=>Cavalry.
New Ulundi Cannon=>Cannon.

Turn 9, 1495 AD: Lose a Mace without scratching the Greek Cavalry.
Our Cavalry do better, both win.

IBT: Typical bombardment, Greeks land Cavalry in jungle near Ibabanago.
Our 1 Frigate is sunk immediately….obviously we need several as guards.
Bapedi riots….missed that one.

Turn 10, 1500 AD: Retreat the lone Galleon, can’t risk losing an army.
Kill the Greek cavalry.

Civilian units:
Settlers 1
Workers 12
Slaves 12

Military units:
Archers 3
Maces 25
Horsemen 1
Cavalry 9
Impis 12
Pikemen 16
Crusaders 3
Armies 3
Catapults 1
Trebuchets 18
Cannons 2
Galleys 6
Caravel 1
Galleons 2

Unit Support:
Total units: 115
Allowed: 108
Support cost: 7 gpt

Sliders
40% tech/40%taxes/20%luxury

Research:
Theory of Gravity, 2 turns, 0 gpt. (53 in the bank)


The save:
 
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