Rat44 CCM - Ultimate Challenge

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We found the TT of Pembroke, giving us access to St. Petersburg.

We remove the garrison serving St. Petersburg and Moscow, manned by a rifleman (351-78).

We seize St. Petersburg, defended by six riflemen, a flamethrower, and a heavy artillery. We lose two ET and gain 4466 gold (359-80). We gain control of the Blue Riband Wonder, always useful in the endgame.

We capture the Russian capital of Moscow, defended by eight riflemen, at the cost of three ET. We destroy at least two WWI fighters on the ground and claim 4559 gold (369-83).
 
We found the TT of Bull Run, giving us access to Rostov. The point of this change of direction is that we’ll be able to reach Novgorod’s garrison from behind.

We take Rostov, held by two riflemen (371-83), and gain 3108 gold.

Here and there we trample four assorted Russian units, including one of their impressive BR-2 mortars, and more importantly two settlers (375-83).

We found the TT of Shiloh, giving us access to Novgorod and Krasnoyarsk.

We wreck the garrison covering Novgorod and Krasnoyarsk, manned by a rifleman (376-83).

We storm Krasnoyarsk, defended by four riflemen, at the cost of an ET (380-84). We destroy a coastal battery and pocket 4896 gold (381-84).

We seize Novgorod, defended by three riflemen, and destroy a WWI fighter on the ground (385-84). We take 5031 in gold.
 
We found the TT of Antietam, giving us access to Yekaterinburg.

We capture Yekaterinburg, held by four inf, for the loss of an ET, and destroy a WWI fighter on the ground (390-85; 5189 gold).

We take Khabarovsk, held by three inf, for the loss of an ET, and destroy a WWI fighter on the ground (394-86; 5374 gold).

We found the TT of Perryville, bringing us closer to Tver.

We excise Tver’s garrison, held by an arq (395-86).

We storm Tver, held by three inf, for the loss of an ET, and destroy a WWI fighter on the ground (399-87; 5598 gold).

We found the TT of Fort Sumter, giving us access to Vladivostok and Bryansk.

We seize Vladivostok, held by three inf, for the loss of an ET and a Hotchkiss, and destroy a WWI fighter on the ground (403-89; 5897 gold).

We remove Bryansk’s garrison, manned by an arq, at the cost of a Hotchkiss (404-90).

We capture Bryansk, held by three inf, for the loss of two ET, and destroy a WWI bomber on the ground (407-91; 6246 gold).

Our wave of conquest has brought us to Korea’s only city; so we declare war, take Taejon, and:
 
We overcome the defending force of three inf and two riflemen for the loss of an ET and a Hotchkiss, and sink at least one vessel in port (413-93).

No Korean units that we can see come off the map.

We found the TT of Fredericksburg, bringing us closer to Russian Pyongsong.

We take Pyongsong, held by two inf, and destroy two planes and a Zeppelin on the ground (418-93; 4511 gold).

That concludes our offensive for this turn, since the two remaining Russian cities are behind blocking terrain. We move redundantly large stacks adjacent to those cities.
 
We sink five assorted Turkish ships off Bolu (423-93).

We tidy up our postion a bit, obliterating twenty-seven assorted enemy ground units (twelve Carthaginian, fifteen Russian) and capturing a Russian settler. We lose two Hotchkisses and an ET (450-96).

We found eight towns on the eastern coast of the active continent facing the Roman and Nubian/Mayan islands, and immediately begin rushing freighters.

We found the TT of Cold Harbor, letting us move units next to Russian Inch’on for next turn’s attack.

We found three more tactical towns on the south coast of the active continent, and rush dreadnoughts in them to hunt down a suspicious-looking Russian naval stack containing a settler.

At various points during the turn we abandon fifty-four cities, largely Spanish and Indochinese, reducing us from a maximum of 68% to 59%. Our cities get their cultural expansions with explosive speed, so it’s best to leave a lot of leeway going into the IT.

One slaver victory this round didn't grant a slave.

Four partisan victories this round yielded two partisans.

Eleven lawyer victories this round generated two Great Artists.

Seventy-five elite victories this round didn't produce a Great Leader--because we're holding onto the SGL Thomas Edison, of course.
 
We'll take the final two Russian cities easily next turn, but we'll probably have to sink at least one settler to eliminate the Russians. The luxury liner off Novosibirsk fits the houseboat profile exactly.

We've built up a substantial force of freighters in Nuremburg, as suggested by Greebley, in case we want to land on the Nubian/Mayan island via the long route from the southeast. Massive rushing of freighters on the east coast of the active continent might be simpler, though.

We’ve begun rushing and deploying a ship chain leading from the former Carthaginian lands to the northern island where Carthage and Portugal have one city each, though no units have been loaded yet.

The situation at Bolu is irritating, with Russian units blocking the only two tiles where we could land to attack the Turkish city, but the problem will solve itself when Russia is eliminated. We’re rushing plenty of freighters in that area too.

There are a fair number of Carthaginian units south of El-Amarna, but they’re slow and harmless. Unless I'm overlooking something, they're the only enemy units still in the field on the active continent.

The next player can rush much more than I’ve done before hitting Enter, if he wants. I’ve held back because not everyone wants to deal with two hundred new units on his first turn. ;)

On the active continent, we're keeping early tanks in El-Amarna, Hotchkisses in Memphis, specialized units in Thebes, and settlers adjacent to Thebes. On our home continent units ready to ship out are next to the capital, as usual.

We have modest numbers of uncommitted workers—modest by the standards of this game :D—next to Washington and Thebes.

Thomas Edison is still waiting to rush the Telephone Wonder when we discover Radio.
 
Amazing progress!!!

And a lot of patience at this stage too :D
 
Civinator, are there three levels of city toughness in CCM, as in the standard game? I’d always assumed there were only two, but these very large Egyptian cities are proving to be extremely difficult objectives.

CCM has only two levels of cities to stop city pollution. There must be another reason for the tougher resistance of the Egyptian cities.

This is an amazing report, again. :):goodjob:
 
Thanks for the quick answer. :thumbsup:
 
I'll be away from home, and not in a position to play, until October 5. If we don't wrap this game up too quickly, it may not matter ;); or perhaps I can just be put at the end of the roster for the next game.

I regret any inconvenience or delay this may cause. Normally my periods of unavailability occur at predictable times, but this is an unexpected development due to a relative's ill-health.

I think the most natural challenge for the next game would be a mandatory despotism-republic-democracy government path. If we decide to do this, allowing the AI civs to build early settlers would probably be unnecessary (and fatal).
 
Turn 1 (1824 AD):

A few attacks is all it takes to capture Inch'on.
The capital falls just as easily -- but they have a houseboat. Reload.

Turn 2 (1825 AD):

I notice that we have some Marines near the last Turkish city. We have a Freighter in range, too...

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Radio > Mass Production

Turn 3 (1826 AD):

I land troops on the Carthage island to the N. Invasions on the Mayan/Nubian continent have pretty much been thrown back; I'll need to send a larger stack next time.

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Turn 4 (1827 AD):

It's late, so I'm going to hand this off. I haven't moved any troops yet, but I did upgrade some Heavy Coastal Batteries.
 
Hi,

I am currently down with some nasty virus, that doesn't want to go away. I will be going for holidays next week.

If someone else could take the save and continue play?
 
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