RBC12E - Fall of Rome Franks (Deity)

I see that too. My wife thought today would be a good day to start painting so all I've done is open the save. The A-S are battling several others. Heres hooping they do not lose another between turns.
 
I was able to get two turns in but the A-S are putting up a better resistance than I expected. I was slow in moving up the SOD you had assembled. That and keeping our western troops eyeing all those size 1 & 2 Celtic towns. I should be able to complete my 5 and hopefully the A-S will be gone by then.

6gntxn
 
Lets start with the Victory Conditions. We have 17200VP to E Rome's 24820 with a goal of 35000. We have 65 turns until the end of the game so that is not a factor. I'll keep up to date on the score. The A-S have lost 7 towns but are at war with the Vandals, Visigoths and the Sassanids. I'll have to see if there is any one to scrape up to attack. OK that was wishful thinking. The only trade is our wines for horses which is good. The Visigoths have a PoP with ERome which is bad. They are in our wat to ERome. Minor MM to pick up a coin of a turn off a warlord. No need to grow towns needing clowns. Grenoble will start a barrack closer to the front. Rush the Barrack in Aquincum. Swithc Rouen to a courthouse. I go ahead and raise the science rate to 70 to get MT next turn with a loss of 9g. (Loss of 3 after selling WM.) I see no need in waiting for another horesman to complete we will struggle to upgrage.

End Turn. We lose 3 Warrlords and 2 marauders to A-S losing one maurader near Lindsey. Our Army and a Warlord fall to a pair of HC in Aquincum.

496AD-1 17390VP to 25990VP Aquincum barrack-->spear MT arrives and start Siegecraft due in 11 @+1. Catapults go 4/5 near Chartres. WL defeats a spear and promotes. Retreat the undamaged HC near Aquincum. Move Healthy people from SOD south of Grenoble to aid in the battle with the A/S. They have a migrant/seppter walking nearby and that will be an easier 8th city if it coemes to that. Lose a wounded marauder charging into Lindsey. It looks like the "Rome Fights Back" techs cannot be traded among the barbarians. I take WM and Silks from the Sassanids. Start the WM game and net 518g. Use 400g to upgrade 5 horsemen. Kill a raider and a horseman betwee Kiel and Paris, gaining a marauder and promoting a WL. End with 17450VP.

IBT Ostrogoths want to end our Horse trading. Unfortunately they are successful. Survive and kill the 2 wounded HC at Aquincum. We lose the newly promoted WL and marauder near Kiev but kill off a raider and marauder. We kill a WL attacking Chartres but he managed to destroy the walls.

498AD-2 17740VP to 26380VP Surge complets a WL. Army kills 2 spears at Lindsey and gains a marauder. He then dies attacking a reg spear in town. Kill another Marauder near Kiel. Cats in Chartres go 2/5 but all approaching WL's are hurt. Lose a vet WL attacking stack. Rush court in Rouen.

IBT Defeat a horseman at Keil but the HC dies to the next attacker. A Vandal blocking spear defeats one marauder but loses to a WL. Lose a WL in Chartes. Visigoths and the Sassanids stop fighting. Celts join the Vandals againgst the A-S.

500AD-3 17900VP to 26750VP Rouen court-->spear. Dispargum and Cologne complete WL. 11/17 army defeats one WL and one spear in Lindsey. Kill a marauder outside. Kill a WL at Cologne. The marauder damages a second. Cats in Chartres go 3/5 and I kill a WL. Start a migrant in Dispargum to get horses near Keil. Rush court in Chartres. Up to 18150VP.

IBT Defeat two raiders at Kiel and gain a marauder. Defeat one WL outside of Lindsey but lose one, too. Lose a WL in Cologne and one in Aquincum.

502AD-4 18290VP to 27210VP Avaricum barrack-->spear Chartres court-->spear
Fall of the A-S at Lindsey
9/17 army starts against reg spear....wins losing 2hp
Elite WL versus 2hp vet spear....wins with no loss destroying town, stealing14g and 3 slaves.
20520VP now with the Sassanids in the leead with 4 lost towns. Paris border expands adn we have the horses! Change Dispargum to HC.
Now for E Rome. Embassy with the Celts for 38g and Huns for 77g. Only us and the Sassanids are at war withe ERome. The Sassanids are at war with everyone but us and the Visigoths. We will not be a party to their demise. We need the Visigoths to help us against ERome. We buy the alliance and a RoP for our furs and 1g. Switch back to the migrant to replace the furs. Elite Marader only does 1hp of damage before dieing to a 2hp HC at Aquincum and promoting him. Moving troops back towards the SE from the A-S battlefield. Gathering others to the west on Celtic borders. 20520VP to 27230VP

IBT Did not check cities first adn Soissons riots. Have to add a few clowns.

504AD-5 20570VP to 28400VP Sassanids up to 5 cities lost. Dispargum Migrant-->HC Tongres HC-->HC Marseilles WL-->HC Besancon court-->spear Cambrai WL-->HC Marseilles WL-->HC Our A-S killers have a ways to walk to get to ERome and are behind a ton of Visigoth troops on the roads. All new units are heading to the West to take on the Celts. I have not started attacking the Celts but think we should. There are 9 celtic cities on the mainland. Our HC should race to Spain and let our WL/Marauders take the northern towns. I would not attack before the END TURN. There are 2 Celts I past on the road and will not be able to attack them first. They are across a river so you may want to go for it anyway and let those die attacking us. Grenoble has some cats to help against a Celt marauder on the hill next to it.
The Horse in Avaricum is waiting on $ to upgrade. We do have wine to sell, too. The migrant can settle next turn and there is a marauder nearby for MP duty.

Who is next?

Either Jack or Captain is up now and the other is on deck.
 
Up or on deck ? :p

It's almost bedtime here anyway so I won't be able to play for another 12 hours, but if captainkeyes is certain he can take it, I'll hold off a little longer. All in all though, looks like an excellent turn by 6thGenTexan and victory can't be far off when we wipe out the Celts :goodjob:.
 
Captin if you can play and get it back so Jack can hopefully set up the game for the final blow.

Great Job Texan - I am sorry I left you "inbetween" my turns. My poor K6 processor with 128 megs just wasn't happy. :p

CaptinKeyes <---- playing now (focus on building up units to hit the celts and getting some Heavy cavs to move on Eastern Rome)

Jack Merchant< --- on deck

Hotrod
 
Good job getting rid of the Anglo-Saxons! :hammer:

Destroying them netted only ~2200VPs? That's not much. :( I haven't looked at the save, but can our troops reach Eastern Rome before they win? Because if destroying more barbarian tribes yields only 2-3k each, we won't be able to catch up on Eastern Rome before they will win...

Good luck to Captainkeyes!

-Kylearan
 
The Visigoths border ERome, thats why the alliance and RoP. Our troops are a little spred out due to the toughness of the A-S. The are also following a stack fo about 15 Visigoth WL. It looks impressive but most are regulars. I have not looked at the Visigoth game to see what their cities are named and which are captured ERome, but they have not lost more than four. THinking aboutit without looking, I do not think we will get there since they pulled in 1000VP between the last turns. We could bring in some more people against ERome but they will not get there any faster w/o a RoP with the Visigoths. I'd be happy to claim some form of consolation prize in killing off all the Western civs.
 
i haven't had time to play, our math teacher... just uggh

Jack you take over and i'll try to catch up another time. Man this just hasnt been my SG....
 
IHT: Lower research rate to have some gpt available, and buy in the Huns against Eastern Rome for wines and 10gpt. I also buy in the Ostrogoths for 32gpt - those Byzantines need to go down and fast.

Visigoths sign in the Vandals against Eastern Rome too on the interturn.

506 ad (1) Found Dijon with the migrant, allowing us to fire a bunch of entertainers as furs are claimed. All build orders switched to Heavy Cav.

We declare war on the Celts & dispatch 2 pillagers and a warlord at the cost of a WL, gaining two marauders. Troops move in on Augustodorum. There's a Celtic elite WL near Avaricum now so I whip a catapult there.

IT A cursory look at the other tribes' movements leads me to suspect that if there is one reason the Byzantines survived the Great Migrations of the 5th century, it must have been on account of traffic jams holding up the barbarians.

508 AD (2) Raze Augusto-, but lose a HC to a spear and another one to a WL :mad:. We can't sustain this casualty rate ! Kill two warlords, 2 spears.

VP 21,110 to 29,680: this is getting scary particularly since there's no way we're going to reach Byzantium with all these troops clogging up the roads. Sassanids are down to 2 cities now.

510 AD (3) 21,300 to 30,380 - only 12-13 turns to go now :eek: Sassanids are almost dead; let's hope it isn't the Byzantines striking the last blow.

Raze our second Celtic town.

512 AD (4) 21,610 to 30,980

3rd Celts town down. Also swap Soissons to galley so I can raid a couple of Celtic coastal towns.

514 AD (5) Vandals and Celts sign a military alliance against us.

We are now in deep sh*t.

Guess what happened to Aquincum ?

RBC12E_Vandals.jpg


VP at 21,675 to 31,620

516 AD (6) Ostrogoths & Sassanids sign peace; good, perhaps they'll keep their eyes on the prize now. Less good is the new alliance between Vandals and Vizis against them.

VPs at 21,800 to 32,100 with the Eastern Romans having lost one city only as far as I can tell.

A demonic spearman in Ratae Coritanorum kills an HC and a marauder, we can't take it yet. We do take our 4th Celtic scalp in Bretagne though. On the vandal front, we lose another marauder to a spear to our SW but may be able to take 3 cities next turn with generous helpings of luck. But Fortuna audaces iuvat, to remain in character.

IT Lots of Celtic galley movement along our shores ends with them dropping off 2 WLs next to Paris. Vandals kill and maim warlords with HC.

518 AD (7) 22,185 to 32,660

Our Elite WL attacks New Cagliari and spawns:

RBC12E_Childebert.jpg


Childebert forms an army in Chartres to be filled as reinforcements arrive.
The other two attacks are less successful as Hadrumetum is left with a 1hp spear and the city on the former Vienna spot withstands all attacks :(.
We do destroy Ratae Coritanorum and move next to Curovernum with one elite HC, plus kill 2 Celtic HC in a victory location in Northern Italy (where I'd sent the other army earlier on, hoping to let it make its way down the Adiatic).

Our HC charging the WL next to Paris retreats - good thing they only landed two units !

IT Celtic WLs kill the 2 spears in Paris and destroy the barracks and temple. More Celtic galleys around; I can't execute the Celtic landing plan as our shores need to be defended first.

(cont'd)
 
520 AD (8) 22,745 to 33,280

A WL retreats a Vandal HC in the SE only for our regular marauder to die to it. Hadrumetum does fall, though.

IT Oh boy, does Murphy's law ever apply here:

Vandals sign in Ostrogoths against us
Vandals sign in Huns against us.
Vandal 1hp HC kills the healthy vet spear in Grenoble, which would have been reinforced next turn, and captures it.
We lose our trade route with the Sassanids, denying us silks.
Celts drop off 4 Warlords, 3 HC, a pillager and a raider next to Paris.

522 AD (9) Only one retreated 1hp HC left after we're done with the Celt landing party.
We raze Curovernum and move up next to Cataractonium, which would be our 5th Celtic city.
The Vandals also founded a new town right under our noses:

RBC12E_noses.jpg


Which one might call a rather weedy move in an elimination game, but it holds as our marauder can't defeat a spear. Grenoble is recaptured - hopefully I can get some troops there to top up the army.
VPs stand at 23,975 to 33,830 at the end of it.

524 AD (10) Destroy Hadrumetum after all & kills assorted Vandal troops in the vicinity. Cataractonium goes down, too, so Celts can only lose one more city now. Drop off two WLs next to Verulamium hoping that is it, I've got 2 3/5 HCs gunning for a Celtic city in Spain too. Our Army kills 2 legions in Salonae on the Adriatic coast.

VPs at 24,615 to 34,325 this turn. I'm going to finish this one up as it can't be more than 2-3 turns now until either the Byzantines win or a miracle happens.

IT I'm a complete idiot for leaving Dijon exposed; a Vandal Heavy Cav out of the fog captures it and denies us furs (scroll-ahead limits us to one riot). A very scary message pops up next:

RBC12E_Huns!.jpg


So much for any hope we might have had for some good pressure on the Eastern Rome East - with them up to 34,750, the other barbarians are never going to reach their southern victory points in time now. Even though someone finally woke up and razed Sirmium and the other Northern Byzantine town.

526 AD (11) And we raze Salonae - not that it'll matter. We can't even take down the Celts with us as both the Spanish town and Verulamium have a spear left standing at the end of the day.

Completely in style, we also lose 2 slightly hurt Warlords and a healthy Vet cav against a Celtic Warlord north of Paris; it retreats another one just to piss me off too.

IT The good-for-nothing perfidious Visigoths sign peace with the Eastern Romans.

528 AD (12) I fully expected the 'We are disgraced' message to pop up but we get a one-turn reprieve as the Eastern Romans are only at 34,975 points .....

This gives me my longed-for shot at the Celts and:

RBC12E_Celtsdead.jpg


they bought it !

VPs jump to 31,705, the Eastern Romans are at 6 lost cities. Resign the Visigoths to war for 10gpt.

On the Vandal front, we recapture Dijon and raze New Aleria (Vienna) though our army is badly hurt in the process. The Eastern Romans still need to lose 2 more cities in the interturn though......

530 AD (13)

RBC12E_dead.jpg


but they don't.

We get to 32,185VPs, but it's not quite enough. VP loss in 530 AD.

Here's the save - just press enter, wait for half an hour and enjoy the replay (or not, as the case may be).
 
Thanks for joining us Jack. Too bad we could not pull it off in the end. It looks like we took too much time pass before getting the dogpile on ERome. On to the Middle Ages.
 
Oh MY! That was a close one, and a one-turn reprieve for added drama. I'm glad the series as a whole wasn't a cakewalk, although seeing a last minute come-from-behind here would have been even better.

Thanks for giving it a good try, folks! Too bad the Sassanids crumbled, and by the Huns hand at that. I don't recall what happened earlier, but if you could have allied both Huns and Sassies together vs ERome, would that have helped (or maybe you did and they still fought?!)

It was an instructive game in "don't delay too long in wiping out the other Rome"

Charis
 
I signed in the Huns in on the inherited turn (and the Ostrogoths too, for a price that I ordinarily wouldn't even consider paying !) but they and the Sassanids had been at it for quite a while. Maybe if we'd bought them in 10 turns earlier they might have grabbed the necessary two cities, but it took even the much close Visigoths long enough as it is to make some headway.

What helped the Eastern Romans too is that they got all 'Rome fights back' wonders and a GA, so they must have been doing pretty well as regards happiness and vet troops even at the end.
Also, we would have been left at the mercy of the other AIs wrt killing the Byzantines anyway, as the traffic jams were horrendous - if we had sent troops in their direction, they might not have arrived on time anyway.

If the Byzantines had folded, we would have won; the Vandals had enough exposed smaller cities that we could have knocked them out given proper force reorganization.
 
I hang my head in shame. :(.

I think it was my mistake to not press our Warlord/Maurader stack on towards the Eastern Romans.

IIRC we had the Vizogoths in the way and anticipated, correctly, that the AS were going to take all the units we could muster.

I wonder if all the time/money on what turned out to be little used self research into Heavy Cavs was worth it. It may be better to save up and just pay for alliances vs. Eastern Rome.

I had it in my mind as did the others I think that we would have time to get Heavy Cavs and get to Eastern Rome with time to spare. In fact we only had Heavy Cavs for what turned out to be something like 25 turns. That is not nearly enough time to get to and attack.

Maybe next time?

Hotrod
 
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