Rod1- Something Enjoyable

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?
I favor Pentagon, for larger armies, and then Heroic Epic. Its an AW game; we should have lots of MGLs.

I would rush it anywhere it is safe.
 
Pentagon, As Commando Said.

We are Militaristic so the Heroic Epic is Somewhat less useful (and maybe unneeded in a Regent AW)
 
I have played, things went pretty well, except the south is in deep trouble, the Ottomans are throwing a pretty large number of swords and spears at us. The only way to survive there might be a pike army, and even that would be a gamble. I set some berserks up for our plan to raid the coast of the Maya, but with the caveat of easy targets only. Civassist 2 shows that the Maya have Gunpowder, so we may see muskets soon. A berserk is no match for a fortified musket, so avoid any town guarded by muskets. Here is my turn-log:

Spoiler :

Pre-Flight: CivAssist 2, Word running. Open the save, look things over. Use a few leftover worker moves. Change Trondheim, Bergen, Sugar Hill, ICS Style, and Champion City to Berserks, wasting some shields. Mad City, Twofer Town, and Bus stop switched to Galleys. Changed Taxmen to scientists, lower slider, we are at break even with GP due in 11 turns. Place settler in desert to build a town for unit support.

Civilian units:
Settler 1
Workers 23
Slaves 4

Military units:
Warriors 9
Archers 6
Spearmen 7
Swordsmen 4
Pikemen 11
Catapults 9
MDIs 15
Armies 3, 1 MDI, 2 empty
Galleys 4

Press enter=>

IBT: Large Maya movement, they may attack Sugar Choke anyway, and the Spears will take our counterattack. Korea lands an archer and spear at Sacred Cow.
Bergen Berserk=>Berserk.
Nice Brown City(NBC) Settler=>Settler.
Sugar Hill Berserk=>Berserk.
Madsville Galley=>Galley.
ICS Style Berserk=>Berserk.
Fishing Village MDI=>Pikeman.

Turn 1, 760AD: Load 2 new Berserks into 2nd Berserks.
Bombard Korean landing party, kill them with elites.
Get 1 hit out of 4 vs Mayans…grrr!:mad:
Lose 5 hp from 1st Maces killing 1 MDI and 1 spear.
All swords and MDIs take a beating but win, Mayan attack will be much blunted, down to 4 warriors, a longbow and 2 JTs.

IBT: Mayan stack attacks, losing every battle, but a Carthage stack and another Mayan stack moves in.
Koreans want to talk….no!
Trondheim Berserk=>Berserk.
Champion City Berserk=Pikeman.
Bus Stop Galley=>Harbor.

Turn 2, 770AD: Kill 2 Carthage MDIs with weakened Mace army and one with swordsman, leaving 2 vMDIs and 2 vJTs next IBT, things are getting dicey there.

IBT: Everyone survives, whew!
The Ottomans are on us like a cheap suit at Mt Madras, 4 Swords and an AC.
Koreans land a Sword/Spear at Sacred Cow.
India wants to talk….no!
Twofer Town Galley=>Pikeman.
Spamalot Settler=>Settler.
Desertland Settler=>Trebuchet.

Turn 3, 780 AD: Our artillery suddenly can’t hit the broad side of a barn.
Mt Madras in deep shi’ite.
Kill several Iroquois MDI at Sugar Choke. The AI’s on our continent are taking turns with SODs. Move mace army away from front lines to heal.

IBT: Pikes take a beating, but no losses at Mt. Madras. 5 swords arrive for next turn, man they are really after that town.
A Mayan SOD arrives this turn, 2 JTs and 3 Longbows, plus 2 Iro MDIs.

Turn 4, 790 AD: Kill the entire Mayan stack, last with the Berserk army, and we have a golden age.
A sudden losing streak has 3 MDI losses to 2 defense units, so I stop attacking, next turn we defend.
Founded Desert Support near Fish in the Desert.

IBT: Only 1 attack at Mt. Madras, Ac loses to ePike.
Trondheim Berserk=>Sun Tzu’s.
Morning Mood Trebuchet=>Trebuchet.
It’s Cold MDI=>Heroic Epic.
Gold Mine Barracks=>MDI.
Cliffhanger Worker=>Wealth.

Turn 5, 800AD: For the first time in a long time, no enemies in reach.
Settle Thunderfall Hills in gap near capital=>Library. **Resume Here**

IBT: We have Maya, Carthage and Iroquois mini stacks step up to Sugar Choke, 2 Babylonian Bowmen at Mt. Madras.
Hooray! Trebuchet=>Galley.
Madsville Harbor=>Galley.
Gold Mine 2 Trebuchet=>Settler.
Hilltop Beaches Settler=>Trebuchet.

Turn 6, 810 AD: 1 Bowman disappeared, guess our Babylonian friends are having budget issues.
2 Berserks win vs rSpears, capturing Tyendanaga.
2nd Berserks kill Carthage NM and recapture one of our catapults.
MDI kills spear, 1st Maces kills Maya spear.

IBT: Ottoman swords move in towards Sacred Cow and Mt. Madras.
Iroquois want to talk, nahh. MDI moves forward toward St. Regis.
Maya Longbow suicides on 1st Maces.
Mayan galley wanders into our north.

Turn 7, 820 AD: Kill 2 Iroquois MDIs, 1 Maya LB, and decide to take out an Iro Archer amphibiously, giving us an elite berserk.

IBT: Mayans land a Longbow beside an Twofer Town.
1 Mayan MDI and 2 LBs at Sugar Choke, 2 Iroquois MDI.
Here comes the Ottoman rush, 2 swords at Sacred Cow, 2 ACs at Mt. Madras, with more behind them to kill our counter-attackers. We will have to defend.
Gunpowder arrives, next is Monotheism, I want Chivalry so we can build Knights Templar, Crusaders would be great with these rules.
Bergen Berserk=>Musketman.
Mt Madras Walls(rushed)=>Barracks.
Bus Stop MDI=>Musketman. Listen to those instincts, I didn’t like that Mayan galley. This MDI can kill the Mayan Longbow.
Thermals Courthouse=>Marketplace.

Turn 8, 830 AD: Kill a 2hp Otto sword with an eMDI, and we get a leader!
Leif Eriksson made into an army. Kill a 3hp AC with an eMDI.
Kill the LB at Twofer Town with new MDI, who promotes.
Kill all enemies at Sugar Choke, no losses.

IBT: Korea lands an Archer at sacred Cow.
Mt Madras gets an Otto Spear and Sword and 1 Bab Bowman.
Sugar Choke gets 3 Iroquois MDIs and a Mayan Pike/MDI pair.

Turn 9, 840 AD: Catapults do horribly at Mt Madras, 1 hit out of 6 shots.
eArcher loses to unfortified Korean vArcher on grass, love that RnG! vArcher cleans up, but we are dangerously weak there now. We may need to load the MDIs into the empty army, or we may need to abandon that area. The next player can decide.
eSword attacks Mayan MDI and creates another leader, presenting a dilemma. Use armies, veterans and *elites for the rest of the units to kill, no losses. We already have 2 empty armies, build another, or rush HE or the Pentagon? On CBob’s advice, which I agree with, rush the Pentagon in Desertland (nearest safe town with potential).

IBT: Getting very hot in the south, we may lose everything there with massive Ottoman stacks appearing.
Up north, Carthage this turn. Maya next turn.
Madsville Galley=>Galley.
Desertland Pentagon=>Courthouse.
Goldmine MDI=>MDI.
Lake Havasu Barracks=>Musketman.
Denver Trebuchet=>Wealth. (I am building wealth in some cities since our unit support is soooo high.

Turn 10, 950 AD: Kill 2 Carthage MDIs at Sugar Choke.
Kill 3 swords at Sacred Cow. Next IBT should be scary with possibly 7 swords and spears guarding them. The next player may need a pike army to survive there.
There are 3 Berserks and a Pike aboard Galleys with one empty Galley in the stack and another 1 turn away. Use these to burn some coastal Mayan cities and take slaves. Go for size 6-7 cities, but not Coba, it’s on a hill guarded by a pike, and has a big stack nearby. Lagartero looks good as does 3 other Mayan west coast towns. Berserks are not a match for muskets, so avoid anything guarded too well. Vikings want pillage and plunder, not a losing battle.

Civilian units:
Settler 2
Workers 25
Slaves 4

Military units:
Warriors 9
Archers 3
Spearmen 7
Swordsmen 4
Pikemen 11
Catapults 10
Trebuchets 6
Berserks 8
MDIs 15
Armies 4, 1 MDI, 1 Berserk, 2 empty
Galleys 9

Total units 113
Allowed units 72
Support cost 41 gpt


Hopefully the uploads are working today.

The save:
 
Some Team Discussion is required, for I am Quite at a loss for what to do.

Evacuate South, need galleys, Berserks need to be used, gotta produce more, got to find easy Targets, Ugh i give up :mad:
 
What about doing a "restart" with the same settings. I still think that my game generation - with the messed up resource allotment - was responsible for a lot of the difficulty in this game. another start with better opportunities for resources could play out well.

someone could generate another start and get better 'luck'.
 
Lurker:

Rodent I think you have too many galleys already. The problem is that they are far away doing nothing. I would surely evacuate the other land. I would put the three MDI in the army in Sacred Cow next turn. You could use two spears and the pike instead.

Abandon Sacred Cow. Move all units from Madras to where Sacred Cow was located. Reduce my research to get the gold to rush the galley. Stop all other galley builds. Sell all galleys, why pay maint on them for the next x turns?

Send the galley over to have two galleys. Load only one with units, leave the army to cover till all units recovered. Abandon Madras. If no ships around then fill both galleys.

You will have plenty to do to deal with all the land on your continent with no fast movers, other than armies. Take a lesson from France and do not have a two front war. So stay off the other land, till you have this one subdued.

If you think you can get away with it, try a two man army, otherwise you have to leave the army behind. Not a real bad thing as it can recon and pillage. Do not fight with it, its defense is not that good. If I tried a two man army, it would be a pike and an MDI, risky though.

Good luck guys, hang tough.
 
The galleys in the north are for viking raids, don't disband them. Down south, I'd either make a pike army or just leave those units to fend for themselves until we get our continent under control. A 4 man bersek army guarded by a 4 man musket army should be nearly invincible until infantry. Let's try one more round before we restart, and if no progress occurs, then we restart.
 
The galleys in the north are for viking raids, don't disband them. Down south, I'd either make a pike army or just leave those units to fend for themselves until we get our continent under control. A 4 man bersek army guarded by a 4 man musket army should be nearly invincible until infantry. Let's try one more round before we restart, and if no progress occurs, then we restart.

Lurker:

There is no real good reason to use zerks in a ship when you are on a continent. The ships are potentially sinkable the zerks are going to be just fine under an army escort.

At least consolidate all units over there into one city. The place will be under constant pressure and need more re-enforcement as you will not be able to upgrade until you learn Astro. Then you will need money.
 
Well, I checked out the Save and the military Advisor thinks We are Strong vs Ottomans.

I will give this a go

I wonder why Korean Cities have not been Targeted, Easy fodder.

Spoiler :
Turn 0- Press Enter

IT- watch the Sheer Number of Units

Turn 1-Spamalot-Settler->Settler
ICS Style-Berserk->Berserk

Encounter at Sugar Choke

Cats Bombard, no hits
Treb Bombards, 1 hit

1st Maces kills a Mace and a Javelin, Losing 2 hp.

2nd Berserks kills 2 Maces, losing 6 hp

elite Mace kills Longbow

Battles at Sacred Cow

5 Cats bombard, 3 hits

Elite MI kills Sword and We get a leader

This one is going Home but will wait one turn.


I stop here Until I have a Concrete Plan in Mind

I am thinking-

Wait till Musket Army and then Move out, leaving the Units behind for defense and leader Generation at the choke point. a Musket + Mace + Berserk Army can do its job alone. Carthage will be first.

It seems to me like the Ottoman Stacks will be the last we will face, If you take the Opinion of the Military Advisor. I would like to fill the Army there when I can and take out Backward India. this has Several Consequences-

We get a larger Front

The Units which have so far been attacking our positions will be lured by the new cities and can be picked off.

OR

We can Abandon Other Continent and focus our attention where it matters , Taking 2 Armies of the OC with the a Musket + Mace + Berserk Army Proposed Above and after we secure (Or Destroy) our Continent we can focus on the OT

Take your pick Team
 
We may be strong compared to the Ottomans but that is when comparing total military to total military, (however the Advisors figure it). What is more important is are we stronger locally than our enemies. Overseas, we are still stronger, for now, but we are out-numbered and that place is difficult to resupply.

I don't mind leaving an Army overseas to do some pillaging. Other than that, for right now (say the next 40-50 turns), is probably too much to do overseas. Let's subdue the Mayans and Iroquois first and get those AGI civs out of the way.
 
AW doctrine is pretty clear for continents: Clear your own before invading overseas. Our small foothold in the south is a fine lesson in that bit of wisdom, as we are facing 3 enemies with little reinforcements. I think abandoning first Mt Madras, then Sacred Cow will be necessary, so we can focus on our continent. We go back when we own our continent. It might be in galleons with 3 unit berserk armies by then. Hopefully it won't be TOW Infantry armies....
 
Spoiler :
Turn 1- Reduce Science to 40%, +4gpt

Continued Battles at Sacred Cow

1st Berserks is filled with 2 pikemen

Healfdene forms an army.

Elite MI dies on a reg Spear :eek:

Amphibious Assault at Coba

elite Berserk dies on Pikeman
vet Berserk dies on PIkeman
vet Berserk dies on Pikeman

Some bad RNG here, but never mind

IT- MI Army in Sugar Choke kills a longbow

Longbow kills a MI on mountain

the New Pike Army at Sacred cow kills 6 swords.

Turn 2-Bergen-Musket->Musket

Monotheism done, Chemistry in 10 turns

Elite* Sword kills MI

Land a Pikeman Slam bang in middle of Maya Territory, on a hill. hopefully it will kill some.

Sacred Cow

3 cats hit.

Archer kills Sword, promoting to elite.

1st Musket gets filled with a single musket, for now.

Disband a galley. I think our plan of amphibious attack was a bit far Fetched since we cant even produce Berserks at a decent rate.

Sugar Choke

Bombard a NM to redline status
Bombard a MI to Redline Status

IT- our Pike in mayan lands kills 2 MI before dying.

Turn 3-Nice Brown City-MI->Musket
Hooray!-Galley->Treb

Sacred Cow

5 cats fire, 2 hit.

Pike army loses 2 hp taking care of a sword.

Disband a Galley at Bus Stop

Lose a MI to a Spearman.

Turn 4-Sugar hill-Musket->Berserk
Bus Stop-Musket->Berserk
Morning Mood-Treb->Treb
Hilltop Beaches-Galley->treb

The 2nd Muskets is filled with 2 Muskets and sent to the front

Sacred Cow
4 hits out of 5 fires
Elite archer kills ACav

Sugar Choke

Bombard an MI to Redline Status
Bombard an Longbow to Redline Status

Armies kill both the Redlined units

Found Reeky Fish

Turn 5-Gold mine-MI->Musket

Sugar Choke

Bombard 2 MI to Redline Status
Bombard LB to Redline Status

Army kills MI
Army kills LB

Sacred Cow
4 hits out of 5

Elite MI kills a Sword

turn 6-Bergen-Musket->Berserk
Sugar Choke-Barracks->Treb
Fishing Town-Musket->Berserk

The Musket Army has Arrived. the 3 armies move out.

Sacred Cow

4 hits out of 5
Elite MI kills Spear

Mt Madras is abandoned, after selling off improvements.

Turn 7- Sugar Choke

5 Man maya Stack has moved in.

Bombarding reduces 2 pikes to redline status

Elite MI kills MI
Elite* Sword kills Pike
Elite MI kills Pike
Elite Sword kills Longbow

Kill an MI in stray encounter

Turn 8-Middleton-Market->Musket

Siege of Carthage

MI Army knocks out 2 NMs
Berserk Army knocks out 2 NMs
Try attacking with Musket Army, which loses 10 hp :eek:

Sugar Choke

Bombard takes a total of 6hp out of all enemy units

Elite MI kills MI
Vet MI kills MI
Elite* Sword kills Pike
Elite Sword kills MI

Turn 9- Nice Brown City-MI->MI
Sugar Hill-Berserk->Berserk
Hooray!-Treb->Treb
Madsville-Musket->Berserk
ICS Style-Berserk->Berserk

Found Breeders Anonymous

Siege of Carthage

MI army kills 2 NM
Berserk Army kills a NM and a MI and Carthage is ours, along with the great wall and the Great Lighthouse


I stop here, even though my turn set is almost finished.

what do you think of the Proceedings?
 
Having the GW and GLight is nice, Losing the Musket Army could have been painful. Can we defend Carthage adequately? We can't leave the armies there long due to flip risk, so hopefully move some lone muskets in to defend it. Looks like a good start, but there's plenty more to capture.
 
I will be out of town until next Monday, so please skip me if my turns come up.
 
Here are the remaining turns-

Spoiler :
Turn 9- Sugar Choke

MDI kills Longbow
Elite Sword kills longbow

Start Bombard, the Trebs and cats perform exceptionally, every single one hitting.

Elite MDI kills Pike
Elite MDI kills Longbow.

IT- MDI army dies, Holy S**t

turn 10-Twofer Town-market->Berserk
Thermals-Market->Berserk
Its Cold in here-Heroic Epic->Berserk

We Cannot Defend Carthage, so we abandon it. Highly Unfortunate but i value our armies highly and we have lost one already.

I decide to fill our Empty army with Berserks.


And that ends it.

I was disappointed with the loss of the army but never mind.

Bergen and some other city has Berserks due next turn. Next player can choose to go for 4 man army for power or 3 man army for transportability.

I have moved defensive units to defend our armies

Sacred Cow can be abandoned soon, the evacuation operation is almost complete. The Pike Army can go adventuring
 

Attachments

And the Roster-

1) Darski- Lurking in the Shadows

2)Rodent- Just played.

3)Yahya- UP!

4)CommandoBob- MIA till monday

5)Overseer- Enjoying his restive period
 
Lurker:

Forget transporting them, fill them. It will be a very long time before you need to send armies any place.
 
Rodent are you OK? Recent events in India have to be very upsetting for you. ((hugs))
 
@darski- Thanks for the Condolences, When I saw the Disconcerting news and images, I was quite sad.

Good thing is that the Gov is on its heels now and is neutralizing any new bombs

Yahya has not Reported for sometime. Can CommandoBob pick it up?
 
Any free country is vulnerable to terrorism, exteral or internal. Hopefully the response to these occurences is solidarity of the people and reasonable steps to prevent further incidents. Unfortunately, bad people tend to find ways to harm society. My heart goes out to all who were affected.
 
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