Session 3
I think one of the MOW I lost IBT by BToe was actually an empty galleon, because we still have 10 of them and I built 1. But more importantly I start Session 3 by queing up The Who "Live at Leeds" Deluxe Edition Disc 2 which is a live concert performance of Tommy.
Change the Pentagon build to the Intelligence Agency due in 3 turns, so Misfit gets to plant our spy and find out what we are facing. I thought about this some today and we know the Barbs have 27 cities that we can see. The game list us as 2nd in Land area, so if we estimate that the Barbs have about 40-45 cities and are defending them with 4 units each, that would be 160 to 180 defensive units. We know some cities will have more in defense so we could looking at well over 200 infantry/rifles which is why we are probably listed as weak to them. Onto the game now.
IBT - there are 4 ironclads in the BToe area / we lose an eMOW and we kill a Cav / 2 inf and 2 cavs advance on BToe
Sumer cav =>inf
Copan cav =>inf
Machu Picchu MOW=> MOW
Bad-tibira MOW=>MOW
Vilcas inf=>art
Agade MOW=>MOW
Isin inf =>cav
Akshak galleon =>galleon
Oxford MOW =>MOW
Dover art=>art
Turn 259 - 1345AD
The Barbs have been poprushing - Cherokee is down to size 8 (I think it was 11 at the beginning of this set) / there is 1 inf and 2 guerillas SW SW of us and 1 inf 2 guerillas and 3 cavs SW W of us - might be time to break out of the Toehold and put "foot to butt" (where's the Capt when you need him)
Defense of BToe
sink 2 of the 4 ironclads, lose 1 MOW
land 4 more galleons into the port so the units can move
use enough art shots to redline both inf
vCav vrs vCav - we win
vCav vrs vCav - we win
4/5 eCav vrs 1/4 vInf - we win and
Pic27
create the 3rd CAV
vCav vrs 1/4 vInf - we win
Battle in the Suburbs of BToe
arts redline or yellowline all 9 troops outside our city border
vCav vrs 1/4 vInf - we lose
vCav vrs 1/4 vInf - we win
vCav vrs 1/4 vGuerilla - we win
vCav vrs 1/4 vGuerilla - we win
next 6 Barb units are on a forest tile
vCav vrs 2/4 vGuerilla - we win
vCav vrs 3/4 vCav - we win
vCav vrs 1/4 vInf - we win
vCav vrs 3/4 vCav - we win
rCav (yes a Reg) vrs 2/4 vCav - we lose
vCav vrs 1/4 vGuerilla - we lose
vCav vrs 1/4 vGuerilla - we win
eInf nrs 1/4 vCav - we win
sink another ironclad
advance troops onto Cherokee, but we are woefully short of healthy cavs, I may have to fight with some inf
while bombing the Western Barbarian coast I spy the following
pic28
mm Steel in 4 at +25gpt
stats 116-30
IBT - no attacks, but 3 ironclads near BToe, a few troops (2 inf 1 cav) advance on BToe and some other inf and cav in the open
Ur inf=>inf
Cuzco cav => cav
Tiwanaku art => art
Palenque inf=> cav
York cav => cav
Nottingham cav=>cav
Canterbury inf => cav
BToe harbor => rax
Varna settler=> settler
Trebizond settler => settler
propaganda in Vilcas
Turn 260 - 1350AD
move troops into Vilcas to calm down the people (took the troops from Isin which was proped earlier in my set)
ship chain 1 galleon into BToe unload another art and 3 cavs
Cherokee down to size 7 must be drafting every turn, they probably have a huge number of inf in defense
Defense of BToe
kill 2 of the ironclads
arts redline the 2 inf a make the cav 2/4 - save rest for hitting Cherokee
eInf vrs 1/4 vInf - we win
vCav vrs 1/4 vInf - we win
4/5 eCav vrs 2/4 vCav - we win
Battle for Cherokee
Artillery birage
art reveals only 3 inf in defense 1 elite 2 vets and 1 cav all are now redlined
1st CAV vrs 1/4 vInf - we win but are at 6/13
vCav vrs 1/4 vInf - we win
vCav vrs 1/5 eInf - we win
eCav vrs 1/4 vCav - we win and
Pic29
I keep the city for 1 turn (so we can move our settler through it and claim the gems next turn, it won’t flip on the 1st turn) - I sell the granary, market and courthouse for 60 gold
kill an inf and cav in the open (SW SW of BToe) this should take the pressure off of BToe except for possibly cavs
start moving some troops forward out of BToe
found Manchester & Bristol (messed up I should have sent those 2 settlers across the pond) - they popped up during all the worker moves and I didn't think about it, sorry
mm Steel in 3 at +16gpt
Final stats for my set 127 kills 30 defeats (right over a 4:1 kill ratio) considering that we are using offensively weaker units I think this is good estimation for how the rest of the game should go.
I have a settler in Cherokee, which can head to either spot by the gems.
Pic30
After Action Report
1) Play cautiously, try not to leave single units in open ground, but I think it is time we went on the offensive. The big counter-offensive is over so you should only have to deal with smaller opposition.
2) Here was my sequence of playing each turn:
a) Galleons into BToe if possible, if not I usually waited to the end of the turn to position the navy
b) Sink ironclads if possible, try to redline them first with either cannon/art or bombard from the rMOW, then attack with the vets or elites
c) Had been Defense of BToe but it will now be kill any units threatening your cities or troops, use art first to redline the defensives units then attack, try to save a few cavs for the end so you don't leave an inf in the open. Try to leader farm also, use elites against non-inf units if possible.
d) Load up galleons with troops, try to position them so they can either enter the port or atleast unload - then cover with MOWs
e) cycle thru cities and mm them - see next topic
3) mm tips: +30spt cities can build inf in 3 turns while 27 to 29 spt cities can build cavs in 3. I've been building arts in the midteen spt cities since there is no bonus on them. Make sure your research is progressing, that is why I listed the turns remaining to make sure it went down one. Hire scientist as needed to keep max research going.
4) When a city completed a build I'd put all citizens back to work, then adjust at end of turn during the mm stage. First I'd set all specialist to tax collectors as I cycled thru the cities. Also look at any city with 1 turn remaining on the build. Hire taxman with all excess shields. Any city that is not growing (mostly size 6 and 12's) convert any extra food into gold by hiring a taxman. Also check the nongrowing cities to see if you can pull another citizen off shields without changing the production time. Once I cycled thru the cities I'd reconfirm that I was earning enough bpt, then I'd switch the taxmen to scientist as needed. Being a little anal I always added one more scientist past when the turn lowered.
5) Our army producing city is set to produce an army unit every 7 turns. Can't improve on the 7 turns without demobilizing but make sure it stays at 57 or 58 spt to get the army in 7.
6) Intelligence Academy will complete on the IBT so try to plant a spy and then post details of the Barbs military count.
7) I've been bombing the western coast of the Barb nation, we may want to make a run and disconnect both sides of the chokepoint, but that will take several turns to get there, but if they have not built harbors it could hurt there economy and production. Check out the map first for harbors before making a run for the chokepoint.
8) Just wanted to make sure everyone was reading my whole post
Pic31
Have fun, I think we may have broken their back now it's time to rock and roll.
Pic32
Note: For some reason my pictures are not showing up and I can not get to the upload screen to load the last 2 pictures. I was in the middle of uploading pictures last night when I got disconnected, I could not regain access to the internet last night and now this morning it is still acting strange. I also can not see the pictures I posted in the earlier Progress reports, but I can see Scout's small pic of the last BYZ city. I'm off to work so I'll check in later this evening and see if they are working.
Here's a quick rundown of what is suppose to be in the pictures.
Pic27 - I get a 2nd GL
Pic28 - I spy the Barb's UU, the Barbarian Guard, they appear to be fortified cannons on mountaintops, they may not be able to move but I haven't confirmed that yet.
Pic29 - capture of Cherokee
Pic30 - Status pic showing where I started moving troops from BToe towards what will be our new city and the location of that new city by the gems (either S or SW of the gem mountain, depending on whether we can settle on a tile that has been cratered).
Pic31 - Power graph, showing we are slightly ahead of the Barbs in Power Rating (this pic was not uploaded, I'll add later).
Pic32 - the most important picture of the whole bunch - it's a shot of the F3 screen showing our unit count (59 cavs, 45 inf, 39 art and 7 armies) but what is more important is the fact that we are now
AVERAGE.
EDIT: Well apparently the upload portion of the server is down because I can't even upload the save file through the SGOTM area. I'll check tonight after work and hopefully be able to upload the file. If not I'll try to email it directly to Mistfit and post the file later.