Rod1- Something Enjoyable

Spoiler :
Turn 4- Red line a Carthage MI by Bombard

Kill a MW with Swordsman two

Hubba Forms 1st Berserks

Found Whaling station which starts a worker

Mace Army kills red lined MI

Bombard 2 swords to yellowline status near Madras (nothing in here)

Ship chain lands a cat, a MI and a pike

IT- The AI thinks it is too smart and moves several units towards sacred cow.

Several Carthaginian units Appear

Turn 5- Trondheim-MI->MI

ICS Style-Archer->Pike

Ottomans complete SoZ, something to keep in mind

4 cats bombard, all of them hit reducing two reg bowmen to red line

Elite MI kills a Red lined Bow

Near Hippo

catapults bombard a NM to Red line and 2 MI to yellow line
Mace army kills 2 MIs

Found Cliffhanger

IT- Pikeman kills 2 swords (the Hubba one)

Koreans land an archer and a Spearman by Sacred Cow

Turn 6- Catapults bombard 2 swords to yellow line

Found Denver


Hold off here cause got work to do
 
Spoiler :
Turn 6- Elite MI kills bowman

Turn 7-Bergen-Pike->MI
Sacred Cow-Harbor->Worker
Lake Havasu-Walls->Worker

Time to attend to Carthage. they have moved a 6 man stack (5 MI, 1 NM)near our SOD

Cats fire and hit 3 times.

Army kills 2 MIs without difficulty

MI dies on MI.

MI kills MI

Elite Sword kills MI and generates a leader, Eric Bloodaxe :cool:

Eric beelines for Trondheim.

OT front

Vet MI kills Spearman promoting to elite.

Catapults fire, 4 hits.

MI kills Bowman.

Red lined Spear kills elite sword :mad:

Turn 8- Erik Reaches Trondheim and forms 2nd Berserks

OT front

Cats fire, 4 hit.

Elite MI kills Spear

Carthage Front

Army wraps up a warrior.

Ship chain

Ship chain lands 3 units

Turn 9- Trondheim Riots

thermals-Library->Pike

Madsville-Galley->Pike

OT front

Cats fire, 2 hits

Vet MI kills sword.

Elite MI kills sword.

Shortish turn

IT- pike kills Bowman


Turn 10- Bus stop- MI-> Marketplace (Pre build)
Wild Wild West-Trebuchet->Worker

Carthaginian Front

Siege of Hippo

Cats do poorly, all missing

Army kills 1 NM but loses 6 hp.

I swallow and ask the army to continue

Army kills another NM losing 1 hp :woohoo:

2 Swords kill a NM and an MI.

Ran out of attackers but i suppose the defender is the last one.

OT front

cats bombard and 2 hit

elite MI kills Bowman

Switch all cities to pre builds for berserks before saving


The next player, CommandoBob has the fun Berserk turn which should almost certainly be researched in his set.

1st Army is in Former Madras

2nd Army is in Trondheim.

I hope i did decently
 

Attachments

Excellent

We can build the Heroic Epic AND the Pentagon so if we get another MGL, you can use that to rush the pentagon
 
It seems I spoke too soon. You guys had better skip me this round. I am doing a turnset in the Myth01 game, and I still have one more school assignment to do.

Plus, my anniversary is tomorrow. :lol:

I will pick this up next round.
 
Plus, my anniversary is tomorrow. :lol:
Even the Charming Mrs. CommandoBob will not readily forgive Civing on her birthday or our anniversary.
Foghorn Leghorn said:
Fortunately, I say, fortunately, I keep my feathers numbered for just such an emergency.
 
:bump:

Inform us Commando, if you need a skip
 
Got it; playing tonight.
 
[Preflight]
Monarchy
30% Tax
40% Science
30% Luxury

5 gold, -2 gpt

Invention in 6 turns.

City Builds
Trondheim (12) vMace in 2, zero growth, one clown.
Bergen (7) market in 12, grows in 18, one geek.
Nothing in here (Old Madras) (3) trebuchet in 4, zero growth, one taxman.
Twofer Town (5) vPike in 4, grows in 8.
Champion City (5) market in 23, grows in 2, one geek.
Nice Brown City (1) settler in 22, grows in 1.
Sugar Hill (6) market in 13, grows in 9999.
Hooray! (2) library in 2, zero growth.
Bus Stop (5) market in 20, zero growth, one geek.
Spamalot (4) settler in 3, grows in 4.
Morning Mood by Grieg (1) rPike in 16, grows in 3.
Sacred Cow (6) worker in 7, zero growth.
Thermals (6) courthouse in 26, grows in 7.
madsville (4) vPike in 5, zero growth.
Its cold in here (5) library in 3, grows in 6.
ICS style (5) market in 15, zero growth, one taxman.
Fishing Town (6) vPike in 1, grows in 14, one geek.
Desertland (3) settler in 1, grows in 8.
St. Regis (2) rPike in 29, grows in 19.
Gold mine (5) courthouse in 12, grows in 4.
Gold mine 2 (4) trebuchect in 16, grows in 2.
Middleton (4) courthouse in 13, grows in 7.
Hilltop Beaches (2) harbor in 3, grows in 8.
Wild Wild West (2) worker in 5, grows in 14.
Lake Havasu (2) worker in 7, grows in 7.
Whaling Station (1) worker in 4, grows in 10.
Cliffhanger (1) worker in 5, grows in 5.
Denver (1) rWarrior in 6, grows in 16.

01 Settler
17 Workers
02 Slaves
10 Warriors
05 Archer
07 Spear
06 Swords
08 Pikes
11 catapult
05 Galley
03 Armies (2 empty)
14 Maces
01 Trebuchets

Current Units: 88
Allowed Units: 60
Support Costs: 28 gpt

Land fighting units: 62
(Warriors, Archers, Spears, Swords, Pikes, Catapults, Maces and Trebuchets)

01 Iron connected.

~~~~~~~~~~~
In three turns we are broke. Not good.

Outside Hippo (1) of Carthage, defended by redlined rMace, we have a fortified vSword.

Battle of Hippo (1) of Carthage
vSword vs. rMace 1/3, Mace wins (0 of 1).

We are now at -1 gpt.

We are building a mine near GoldMine and Cliffhanger. We need water (for city growth) more.

Change all geeks into taxmen; we go up to +11 gpt; Invention in 8.
[End of Preflight]

Hit Enter.
[IBT]
Hippo reinforced.
Ottoman spear pillages the road between Sacred Cow and Nothin in here.
Two workers are captured by India.
Four units from Carthage are move next to St. Regis, defended by three units.

Fishing Town vPike -> vMace in 10.
Desertland settler -> settler in 30.

1 0660 AD

Battle of Hippo (1) of Carthage, Round 2
vMace down to 1HP.
1st Maces 6/14 vs. vMace 1/4, a swing and a kill (1 of 2).
1st Maces 6/14 vs. vMace 1/4, a swing and another kill (2 of 3).

Good News
T660_Hippo.jpg



And Hippo is destroyed. We capture a settler and gain 2 slaves.

Minor Skirmishes
We kill a Babylonian Bowman (3 of 4).
We lose a Mace to an Ottoman Sword (3 of 5).
We recapture our slaves.
We kill an Indian Horse (4 of 6),
We whack a Babylonian Spear (5 of 7).
We bash the Ottoman Spear that wrecked our road to Nothing in here (6 of 8).
We send a Pike from Sacred Cow to Nothing in here, arriving next turn.
[IBT]
We win 3 of 3 (9 of 11).

Trondhiem vMace -> vMace in 3.
Hooray! library -> trebuchet in 15.

Bablyon is building Sun Tzu's Art of War (Feudalism).

2 0670 AD

Minor Skirmishes
We pummel a Carthage Mace (10 of 12).
We swat an Indian Sword (11 of 13).

We try to reconnect to Nothing in here. Two slaves are protected by a vPike. If we can reconnect, we will have our first Luxury.

We leave 2 catapults exposed and allow our Army to heal in No-Mans-Land. If Carthage has a Horse, we could lose them, but I don't see one visible.

Only one unit attacke St. Regis on the IBT. Two Numidian Mercenaries bypassed St. Regis, heading for the open city of Desertland, still 3 tiles away.

Gold mine 2 and Champion City are cranky, hire taxmen in both.
[IBT]
Maya want to talk. We don't.

A Mace from Carthage collects our catapults. Didn't see him due to the fog. Still, a healed Army is more important than two rock-throwers.

We skewer one Ottoman Sword and drive off a Babylonian Horse (13 of 15).

Mayas head our way. We see a Mounted Warrior of the Deep Purple People.

Spamalot settler -> settler in 15.
Its cold in here: library -> vMace in 8.
Hilltop Beaches: harbor -> settler in 15.

3 0680 AD

Minor Skirmishes
We take out a Mace of Carthage (14 of 16).
First Maces 10/14 removes a redlined Mace dressed in brown (15 of 17) and then moves to the hill NE of St. Regis.
Our arrows take out a Bowman (16 of 18).

We move a Mace into Desertland, it is now defended.
We hire a taxman in Sugar Hill to let the Sword move into the war.
[IBT]
We lose a Mace to a Numidian Mercenary (16 of 19).

Twofer Town vPike -> vMace in 14.

4 0690 AD

We build Sugar Choke 3NE of St. Regis, on a hill; grows in 10, walls in 10.

Minor Skirmishes
We ding a Numidian Merc from one direction and then attack his backside. He dies (17 of 20).
We dispatch an Ottoman Sword and lose an Archer in the deep south of Old Madras (18 of 22).

We send the two spears in St.Regis to Sugar Choke.
We then have to hire a clown.

Bus stop market -> vMace in 3.
[IBT]
We gut two Ottoman Swords (20 of 24).

Trondhiem vMace -> vMace in 3.
madsville vPike -> vMace in 8.
Wild Wild West worker -> worker in 10.
Cliffhanger worker -> worker in 10.

5 0700 AD

Minor Skirmishes
First Mace Army clobbers two Mayan Maces (22 of 26).
Ottoman Sword ceases to exist (23 of 27).
One of our Maces dies to a Numidian Merc (23 of 28).
We lose an Elite* Sword to a Maya Javelin Thrower (23 of 29).

We rush the walls in Sugar Choke for 36 of 55 gold.

Bus Stop hires a taxman.
[IBT]
Three Ottomans Swords and a Babylonian Bowman are disembowled by our Pikes in Nothing in here (27 of 33).

Sugar Choke walls -> trebuchet in 30.

6 0710 AD

The road to Nothing in here is rebuilt and Dyes are NOT connected to Trondheim. We cannot trade across sea tiles yet, not until we learn Astronomy.

Minor Skirmishes
We neutralize a wounded Numidian Merc near madsville (28 of 34).
First Maces goes 2 for 2 on Mayan JT and Mace, attacking from Sugar Choke (30 of 36).
Two more attacks out of Sugar Choke are sweetly successful on Mayan units (32 of 38).

We empty Desertland to draw the remaining two Numidians out of the forest.
We move slaves to the Horse West of Sacred Cow.

Invention in 1, +20 gpt, 30% science.

Mornging Mood by Grieg rPike -> trebuchet in 10.
St. Regis rPike -> trebuchet in 23.
[IBT]
We split a pair of battles with Numidian Mercs and we splinter a Carthagian Mace (34 of 41).

Korea lands near Sacred Cow.
Thirteen Mayan units flood the plains north of Sugar Choke, staying outside our borders. For now.

We learn Invention and start on Gunpowder.

Sacred Cow worker -> library in 80.
Lake Hvasu worker -> trebucht in 30.

7 0720 AD

We build Monster Hill west of Trondhiem; grows in 20, trebuchet in 10.

Minor Skirmishes
vMace mauls the last Numidian Merc and promotes to Elite (35 of 42).
First Maces denudes our land of the last Mayan unit (36 of 43).
Koreas Spear and Sword fall to our Maces (38 of 45).

Increase science back to 40%; Gunpowder in 17, +12 gpt.
[IBT]
Nothing in here survives 4 attacks with no losses (42 of 49).

Korea drops off 2 more units near Sacred Cow.
Eight Mayans are NE of Sugar Choke.

Trondheim vMace -> vMace in 3.
Bus Stop vMace -> vMace in 8.

8 0730 AD

Minor Skirmishes
Both Korean units become kim-chee, but we lose a Mace along the way (44 of 52).
First Maces removes 2 Mayan units (46 of 54).

Nothing in here: trebuchet -> settler in 6; rush for 24 gold.
[IBT]
We go 6 of 7 on the IBT trials, losing a galley to Korea (52 of 61).

Nothing in here: settler -> worker in 10, hire a taxman, zero growth.
Whaling Station worker -> trebuchet in 30.

9 0740 AD

Settler in Nothing in here moves to a nearby hill, close to Sacred Cow.
Units in Nothing in here, all of them, follow.
We abandon Nothing in here.

St. Regis: trebuchet -> worker in 1.

The Horse is connected to Sacred Cow. That road also connects to India. Send a Mace and a Pike and pillage the road tile that connects us to India.

Minor Skirmishes
We sink the Korean galley that sank our galley (53 of 62).
We slice and dice a Mayan Mace and JT with our Swords (55 of 64).
First Mace is rather weak, 6/14, so we let it heal.
[IBT]
No IBT attacks.

Its cold in here: vMace -> vMace in 6.
St. Regis worker -> trebuchet in 30.
Gold mine: courthouse -> barracks in 5.

10 0750 AD

We build Mt. Madras near Sacred Cow; grows in 10, walls in 10.
[IBT]
 
Carthage was at size ten, but now it is only size 6. I think it has been pop rushing.

There are furs south of Rusicade.

Choke Area
Spoiler :

T750_Choke.jpg




Sugar Choke is on hill and it has city walls for added defense. In Sugar Choke we have the 1st Maces Army, currently at 12/14. It also defended with 2 vPikes and 2 Spears, one Elite, one Regular. It has 3 catapults and 1 trebuchet to ping attacking units. For offense, in addition to the Army, it has 3 Maces (2 Elite, 1 Veteran) and 3 Swords (2 Elite, 1 Veteran). Another eMace is just outside the city gates. More Maces and Pikes are on their way, but will take 2 or 3 turns to arrive.

Outside of Sugar Choke are a total of 20 Mayan units and 3 Carthagites. The 4 Mayans N-NW of Sugar Choke are all healthy, the 4 Mayans N-NE are all wounded, and the 11 units NE-E are fresh from the Mayan core. The three units of Carthage are all wounded.

On this IBT we could have as many as 15 Mayan units next to Sugar Coast. We can damage 4 of them with rock-throwers, but any we fight will be a full strength. We will take some losses.

Thus, we need to keep St. Regis undefended. The Mayan will be more interested in capturing that city and, I hope, will not attack Sugar Choke.

I think that Sugar Choke is a good defensive position for us. We do need to keep it strong. The initial Mayan onslaught has started and until that slows down we just need to stay inside Sugar Choke and attack on our terms.

The Carthage first wave is done and now all we are seeing are stragglers. The city of Carthage a few turns back was at size 10; now it is size 6. The nation of Carthage is in Anarchy, so it is starving due to lack of food or it is conscripting units.

The South
Spoiler :

T750_South.jpg




In the South our situation is still grim. I built a settler in what was Madras and then abandoned the size 1 city that was left. The settler built Mt. Madras not too far away. Mt. Madras is on a hill and is building walls. It also controls a Dye tile, which is a mixed blessing. It helps Mt. Madras and Sacred Cow, but since we cannot safely trasverse Ocean or even Sea tiles, they cannot be sent to the mainland. The same is true of the Horses that are W of Sacred Cow.

Mt. Madras will be the focus of most attacks down south. The mountain to the West is a bit of a drawback.

Overall, I don't like our situation on the South Continent. We have a lot of units doing defensive duty. True, they are doing a good job of killing off the attackers, but they lack the resources to go on the offensive.

We have 25 units in the South; 3 workers and 22 fighting units. We have 60 fighting units total (excludes workers, settlers and galleys). Over 1/3 of our forces are fighting a defensive battle in the South when we really need to expand on the mainland.

I think we need to abandon, for now, our efforts in the South and bring those units north to help out our more immediate needs. We can always re-invade, and we will.

Luxuries
I have not seen such a situation before. We have 30 cities, command a fair chunk of our continent and we have only one resource, Iron. We have no luxuries. That is hurting our war effort. Normally I would expect 2 or 3 luxuries to be connected with this many cities. Our lack of luxuries slows down our production and hampers our ability to engage in warfare.

Even without markets in our cities, one luxury by itself makes one person happy. Right now we make people happy by keeping troops in our cities (and off of the battlefield) or we hire taxman, which slows and sometimes kills city growth.

The nearest luxury that we can get is are the furs around Rusicade, which is about 7 tiles due north of Carthage. To claim those furs we would have to capture/raze two or three cities. That would also rob Carthage of its capital and at least one core city, making it much easier to deal with.

But we will need a sizeable force to take out Carthage, and a lot of catapults. Carthage's Golden Age got kicked off when a Numidian Mercenary had its first victory in battle, and that probably happened on the last turnset. So by the end of the next turnset their Golden Age should be done and they won't be able to make their UU any longer. But we will still find them in the outlying cities and probably in Carthage, too. That is one nasty little UU, with what I've seen of it here and in eldar08. We want to redline them before we attack.

We do have several cities making markets in our core. All of these cities have barracks, I think, so once the market is complete they can start training Beserks, Maces and Pikes.

Regent Level or not, this game is no walk in the park.

Golden Age
We can now build Beserks, our UU. I don't think we should.

Until we have our GA, we can always build Beserks. We are not building wonders, so we will have the option to build Beserks for a long time. We won't lose the chance to build them.

The greatest advantage of this UU is the ability to attack cities from boats. I think we will need that when we reinvade the South, so I would like to build Beserks for that purpose; amphibious assaults. That gives us a lot of freedom on where we land and how we do battle.

The land war at home I think we can win by getting Calvary quickly. Well, we will need a source of Horses, which we don't have in the homeland, but we should be able to capture one by then. We have the Maya and Iroqouis over here and they are the only AGI civs in the game. I think we need to kill them before we really focus on overseas operations.

Once we learn Military Tradition we could then begin to learn the techs to Astronomy and Navigation/Magnetism, which will allow us to carry more units in our boats. With Beserks to capture cities on the shoreline and then using the Cavalry to reach inland cities, we could take our Korea in less than five turns.

Military and Resources at Handoff
01 Settler
23 Workers
04 Slaves
09 Warriors
04 Archer
07 Spear
04 Swords
11 Pikes
09 catapult
04 Galley
03 Armies (2 empty)
15 Maces
01 Trebuchets

Current Units: 91
Allowed Units: 64
Support Costs: 27 gpt

Land fighting units: 60
(Warriors, Archers, Spears, Swords, Pikes, Catapults, Maces and Trebuchets)

01 Iron connected.
 
Just a reminder - unless you changed the plans - no Cavs in this game. Only 1-movement units.

That was a great turnset and I do appreciate your ability to consider and analyze what is going on where
 
Uh oh,

I started the Markets as Pre-builds for Berserks but maybe we need them more

Overseer is UP!
 
Just a reminder - unless you changed the plans - no Cavs in this game. Only 1-movement units.

That was a great turnset and I do appreciate your ability to consider and analyze what is going on where

Nope, you are right. I forgot about this being a game with no fast units.

Which means we should ignore Military Tradition entirely. Cannons we still need (Metallurgy).

I would still wait on Beserks until we were ready to invade coastal cities in force. Beserks and Infantry would be a great combination. Strong offense and strong defense at the same time. It's just the wait to get there. :cry:
 
AFAIK, Berserks can be built all the way to Replaceable Parts, and we need them ASAP. If we are going to win this, we need to think outside the box. I'd like to see a roving pack of galleys and later caravels loaded with berserks and pikes to scour the coasts of enemy cities. Attack amphibiously, burning enemy cities and carting the slaves away. We'll need approximately 10-15 galleys with about 10-12 berserks, 4 pikes and about 4 empty galleys. We burn every enemy city on the coast while a pike army guarding a berserk army burns interior cities. We will only keep wonder cities, everything else burns. That's my down and dirty viking hit and run plan, we attrit the enemy to death and leave before they can respond. I think berserks are our ticket to victory, if we wait until infantry, this is going to get very ugly, with us losing 10-20 units per city taken. I will start small with a few galleys and berserks and build up a viking raiding fleet to scour the coasts. Markets will do us little good without luxes, so I think we start cranking berserks out until we clear our continent. The southern units can play defense for now, I want the galleys for offense, not transporting units home. I'll see how things work out in my turns, which I may do wednesday, as I owe Hawk a turnset and I'd like to finish GOTM 80 too.
 
Scattered Beserks in Boats, doing commando raids.

Beserk Army and a Pike Army on the ground, walking, pillaging resources and attacking the inland cities as they come across them.

Well, that is out my box for sure, but I like it.

Which landmass for the Armies? The mainland or South?

We have an Empty Army in Mt. Madras and another in Trondheim. One of them will have to move to help the other.
 
I'd say the first target would be the mainland for everything, we need luxes bad, and there are plenty there, just not in our territory. That situation must be rectified. If we can keep the pike or musket army undinged, the AI will never attack it until bomber/tanks, so it can cover the berserk army. Then we can make some faster progress in this game by taking some luxes.
 
Sounds like a plan to me.

Rambling Notes From the Last Turnset
I left a settler unmoved near St. Regis. We could build another city on a hill if we felt that Sugar Choke would fall anytime soon. I don't think it will, but if it does St. Regis is in trouble.

If things got really bad we could abandon St. Regis and use this settler to rebuild on a hill nearby. That would force anyone that got by Sugar Choke to remain on flat-land, where their defense is lessened. If we could get something out of St. Regis, like a worker, I would be strongly tempted to do that anyway, regardless of the danger to Sugar Choke. Where St. Regis is, on a desert tile, it's center tile will produce the same as if it was on a hill. Later, we could irrigate and rail where St. Regis was and grow the city some.

I considered changing the market builds to units but decided against it. I think it would be better for us to build those markets now and then get the luxuries, than to get the luxuries and then build markets. However, Overseer has more AW experience than I do, and he's up next, and I trust his judgement on this more than mine. (Pass that buck, CB; slide it right over to someone else!)

Trondheim is producing vMaces every three turns, which helps a lot.
 
Lurker:

Just checking to see too see how the game is going and how the map compares to the #2 start. I played that one out and as you are finding out, no 2 move units is a real ball and chain.
 
@vmxa

That Start might have been the better one, but this start is certainly the more fun one ;)

Agree with Team on most points, We should get that army mainland and fill it with muskets (hoping for Saltpeter) A Berserk Army with a Musket Army Can make mincemeat of the AIs on their Own, and it allows us to send the bulk of our Units Overseas where hopefully, we can get more leaders and armies
 
I have a dilemma, guys. I have my second leader of my turn-set, and I want to know. Another empty army(we have 2), rush the Heroic Epic, or rush the Pentagon? And if we rush a small wonder, where at?
 
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