SGOTM 10 - The A Team

Well we need to get the ship chain back online, there is a caravel cruising the ocean in the north and one running around some islands in the deep southwest, dont know why these are there.

It would make sense to shortrush a market in London, get it back on 20 spt, and get rid of the libraries. There is another city that can get on 20 spt until we can capture Leos. And we can mine some plains north of London for some more production up there for what its worth.

There is a town on the barb front with two settlers that probably needs to be abandoned until we ship more troops over. There is a caravel there to take the settlers on and the cavalry.

I think we should destroy Neu Chanca since the army is already there. Then turn south and destroy Chanca. That is where all these knights are coming from and we will be able to safeguard our landings better.

I still do not think we need magnetism, and we need a consensus on this.
 
I agree to evacuate the settlers and abandon that town. We simply need to raze for now and keep a better stronghold ourselves. We can't be that thin on all fronts, the wars look messy, the caravels are not really in proper order.
I think we can do a min run with scientists on magnetism.

By the way, Cavs are 80 shields and knights 70, is it really worth to disconnect. If we would do that we must go for horses, but I don't see that happening. A change between Cavs and knights is not worth it.
 
The caravel in the north is on the way for the ship chain, it has been build on the other side of our country and had to cross Sumerian territory.
The one in the South is scouting (at least it has shown that Byz have an island city)
There is a lot of free space down in the south, if the Dutch or Sumeria settles there and we wipe them from our continent they might be a help against the Barbs. But I guess, we don't hvae time for that.
The settlers were brought to the other continent when we still had that army there. So I thought they were safe....
 
OK, the barbs are mostly gone now except the stronghold. They have 2 more big cities near it and 2 small cities. We have 35 cavalries. I also got a leader in my turns and so we have 2 cavalry armies now. 1 of them is redlined currently because I wasn't carefull enough and it was bombarded by barb guards.

I didn't build Pentagon or Mil Academy because the Pentagon prebuild we had autoswitched after we lost the 3rd army in socralynnek's turn and we built an expensive cavalry instead. The Mil Academy was being built in a crappy city and it just took too long, so i also switched it to cavalry.

I captured the Byz capital and we have Leo's now. I used all money for upgrades, iron was permanently disconnected and saltpeter was connected/reconnected every turn. I built horsemen in 10 or 15 spt towns and cavalries in 20 spt towns.

We have an artileery stack in barb land, which we can upgrade to cannons if we connect iron. Then we can use them to soften the barb guards before attack. We need to kill a barb guards in the corner of the wall with cavalry and armies, and then get the tile into our culture by founding a town so that we can heal and then attack the stronghold itself with healed units reaching it in 1 turn. It is very likely that there are barb guards inside too...

We don't need to hurry here IMO. We need to calculate how many cavalries we need to kill that guy for sure.

rght.JPG
 
:goodjob: Obormot as usual. Switching to horses and upgrading them is the real deal, not knights.

I will have a look at the save tonight to get a clearer idea about the situation at the stronghold.

Your plan is right, getting rid of a guard and using a battle settler in the southwest corner
 
My question is, why the southwest corner? Am i missing something? Why not the SE corner? Im not complaining about the situation, I just want to see if I understand that plan correctly. Can anyone fog gaze and tell which side the capital is on in relation to that river snaking south?

I plan to sell all libaries for what that is worth. I might rush a cheap explorer to take that cav off disconnect duty. I also want to spend a lot of this gold asap for getting the max number of troops over there. And rush a barracks in Neu Anasazi and upgrade those bombard units.

What resistance do I face? Any muskets? Is their source of horses disconnected? Are there units to attack our redlined cavs?

Sorry for the questions, I dont want to be the one who gets 50 cavalry decimated. By the way, fantastic job Obormot.
 
Well done, Obormot. My mistake with the Byz was to try to attack at two points. I should have gone for the capital first and then go after the rest (but I was afraid of flipping then)

We have to do the final attack fast and in one shot. Those guards can bomb down a lot.
So we have to have a lot of units there.
Especially when attacking Chanca, we have to have in mind that the tiles from where we can attck are in the bombing radius.

And upgrading horses is very intelligent, never thought of that option.
Although it only makes sense with Leos...

The flip risk in Const is too high to make peace with Byz, so I guess we should take one more city then make peace to get that 1 - tile island and when Constantinople flips, retake it immediately.

EDIT: With fast, I don't mean soon. We have to have lots of Cav and we have to make sure it works. Losing lots of Cav and then rebuild will hurt us more then making sure to get it and maybe delay some turns.
 
What resistance do I face? Any muskets? Is their source of horses disconnected? Are there units to attack our redlined cavs?
The barbs were quite weak, I didn't see any muskets, just pikes. That is why i razed those cities so easily. They have a few knights and longbows in the north though (i was baiting them with salves from razed cities), but propably not much. The redlined army is covered by several healed cavs, so it should be fine. I think that most of their mobile units are in the north because of the baiting, but I may be wrong.
 
killercane said:
My question is, why the southwest corner? Am i missing something? Why not the SE corner? Im not complaining about the situation, I just want to see if I understand that plan correctly. Can anyone fog gaze and tell which side the capital is on in relation to that river snaking south?

Looking at the border from the capital's influence, the capital must be S,S,SE,SE of Lupaca, so I think the capital has a river on its NW and SW side.
 
We cannot tell from which side from the capital the river flows :( It is very likely IMHO that it splits and runs from both sides. The capital is also likely to be on a hill.
 
why SW not SE?

jusdging from Obormot's screenie the SE corner has a lake there and we can't found a city to get that mountain into our city radius.
We do want to take out that guard there 1st turn
2nd turn: found the combat settler city, climb the mountain on the same turn
3rd turn: take out the stronghold

as for the amount of Cav's needed to do that? I have no clue :crazyeye:
 
For me, there is no SW or SE corner...
I'd call them S,N,W,E ... ;-)

So, take out the southern guard. Found on FP NE of the volcano (hopefully it doesn't erupt that turn). I'm sure Gyathaar had scripted it like that if he could...
 
jusdging from Obormot's screenie the SE corner has a lake there and we can't found a city to get that mountain into our city radius.
For me, there is no SW or SE corner...
I'd call them S,N,W,E ... ;-)
Socralynnek is right on. We were talking about the same southern point :).

as for the amount of Cav's needed to do that? I have no clue
I propose to upgrade all bombard units, get enough settlers to get over to the wall in one turn, and destroy that guard. We will need workers to replace the roads to get teh cavs out. I do not think that will take a massive amount of cavs with the bombards; surely a couple will work.

The combat sim says that it is most likely to take only 5 cavalry to bring the mountain guard down if it is bombed down to 6 hps. That seems on the low side but whatever. How many cavs will get bombed on the interturn and passing through? 5-7? I dont think there is any way to get the armies through there withuot being redlined, I think it is a massive stack of cavs job.

Therefore I propose to keep the one army in the North to take out the cities up there and maybe both of them. Or would it be better to use the healing one to absorb bombardment? Did the bombardment take the cav army down to one hp with one shot, Obormot? If so I think I will use it to smash cities as well once healed.
 
your plan sounds good
 
Done, and done. The mighty English army has acheived victory over the barbs.
 
great job, which year did we achieve victory, now I must check the other teams
 
The Imperial Army of England vs. the Barbarian Nation

Jolly old England needed the merits of every last man and about 3 hours of play time to end the barb menace. The first turns were used to move the north army into place to destroy Chanca. This army killed two pikes but was forced to heal. When it healed it was sent to Lupaca for a race to the finish.

The Barbarian Stronghold was a beast. A force of 34 cavalry and an empty army (generated from the barbs sending Longbows towards our safe stack) could not take the city defended by 12 pikes, 3 longbows, and 2 barb guards. This left our forces with a redlined army, 6 cannon, 3 trebs, and about 20 redlined cavs. After moving 7 more cavs to the mountain, only one survived with 3 hps, and 4 with 2 hps in that stack. The English army could retreat against 3 pikes and a few longbows or attack to the last man. And attack to the last man they did, I figured I had the equivalent of ten or so healthy cavs anyway. Losses were severe, but the stronghold fell.

I sent all redlined cavs and a decently healthy army to new cherokee and Lupaca, and these were taken on the last turn, with only a redlined elite cavalry not seeing battle. Our once mighty army took heavy losses (from about 50 to 25 left, only 12 of which were on the front, and 3 of those in an army).

And poof went 15 barb guards, 3 crusaders, and 3 pikes... those Barbs were a worthy foe.
 
once again great work, and even better, look at the other team's threads, seems all are far away from achieving a victory. Even klarius... :goodjob:
 
which year did we achieve victory
It took all ten turns, so we beat them in 650 AD. I think that is a pretty competitive date, so no wooden spoon at least.

I didn't expect killing them so fast!
Once the cannons were in place, and the empty army was available I figured it was time to go. The bombardment was awful, and finding thsoe barb guards in there was not so hot, but the cannons and a suicide cav revealed there were only two guards in there so it wasnt too risky. Most of their attack units were destroyed by worker baiting and picking them off around Chanca.
 
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