SGOTM 10 - Xteam

Sir Bugsy said:
The barbs are not going to have happy problems. They have a temple, cathedral, and a market.

I think we should go right at the stronghold. Get a city within range. Bombard those cannon and then take them out with an army. Once you have the cannon off the mountains on one side you can move a SOD onto one of the mountains along with artillery and reduce the defenders to red.
OK, I'll start seting it up.
 
With enough artillery we should be able to redline all the infantry units before attacking.
 
Still playing. We should be able to take the Barb Stronghold as I am happy to report we have 4 new Armies. We built one and I got three leaders in three turns!! :eek: :eek: :eek:

Nothing like some RNG payback after all these SGOTM's! :lol: :lol: :lol:

Prolly will post tomorrow as I'm playing as long as I can while the luck lasts!! :rolleyes:

Update - Done for this evening as it is midnight and I fear starting to make mistakes.
I've killed 2 of those Barb Guards. One went easy, a Vat Cav killed it after arty redlined it. The second died hard! :eek: After redlining it, it killed a Vet Cav, promoted (2/9) and then took 6 HP off an Army. They also have Zone of Control and took another HP when I tried to move. These things are nasty!!

And, for the record, we are now Strong compared to them, at least for now... :mischief:
 
Sorry for thre double post, but here is the turn log so far, some screenies and I'll attach the save for comments.

Turn Log:
Restart Game.
After checking with the team, I form Task Force Double Deuce. Begin the movement south. See a lot of Infantry headed for Toe.
Change the Research Slider down to 60%, refining in 2 turns.

IBT
We lose a MoW to an Ironclad.
The Barb Guard Cannons fire, big noise, reduced 1 Vet Infantry to redline, no deaths.
Barbs found the town of New Olmec on the other side of the lake from the pile of rocks we are thinking of building on.
Lots of Cav and Infantry movement towards Toe.
An enemy Cav attacks and retreats, no damage to us.
Ur Inf. => Inf. MM Ur for more shields, Inf due in 3 turns.
Tiawanaku Arty => Arty.
Nottingham Cav => Cav.
Caesarea Settler => Settler.
Hastings Inf => Inf.
Tikal MoW => MoW.
Nicaea Inf => Inf.
Agade Galleon => MoW.
Isin Cav => Cav.
Zabalam MoW => MoW.
Liverpool Inf => Inf.

Turn 268 – 1390 AD
Reduce research rate to 0%, Refining in 1 turn, getting +664 GPT.
Investigate the Barb Stronghold. Wow, producing 98 SPT, no corruption, 66 BPT and 49 GPT.
Save game and exit so I can post the screenie.
Reload to continue playing.
Fleet healed at Chichen Itza, 17 MoW. TF Deuce will arrive at the chokepoint in 6 turns and the MoW will require 8 turns. We have 8 Galleon, all of which are needed to run an efficient Ship Chaining, so we’ll head for Zabalam and see if we can pick up a couple of Galleons there.

Move some of the Reg MoW up north to assist in defeating the Ironclads that keep coming down the narrows near Ipswich.

Battle around Toe.
Bombard 4 Inf and 4 Cav, redline all 8 units and still have 14 Arty units with MP left.
Assualt.
5/5 Inf attacks 1/4 Inf and kills him flawlessly, no leader.
5/5 Cav attacks 1/4 Cav and kills him flawlessly and Wellington is born. Move him back into Toe and form the 3rd Inf.
4afcea4dcc97f58343e5af172d3832cbf039.jpeg

4/4 Cav attacks 1/4 Inf and kills him flawlessly.
4/4 Cav attacks 1/4 Inf and kills him flawlessly, promotes to Elite.
4/4 Cav attacks 1/4 Inf and dies flawlessly!
4/4 Cav attacks 1/4 Inf and kills him, now 3/4.
4/4 Cav attacks 1/4 Cav and kills him, now 3/4.
4/4 Cav attacks 1/4 Cav and kills him, now 2/4.
4/4 Cav attacks 1/4 Cav and dies flawlessly.
3rd Inf attacks redlined Cav and kills him flawlessly.
Move unfired Artillery up into tile with 3rd Inf.

Interesting, just noticed that the Barb Infantry unit guarding New Olmec is a Reg Infantry, not Vet?

I decide to be bold and settle the town on the rocks suggested by Scout and Bugs, let’s have a little arty duel. Move the units, including 1st Inf, and Artillery up to prepare to execute the plan, let’s see what happens?

IBT
Surprise, Barb attack Ipswich. They lose 3 Cavs and 1 retreats. One of our Inf promotes. Barb units are moving that way.
An Ironclad moves down the slot near Ipswich.
3 Barb Guards fire on our stack moving to settle on the rock pile, the 1st Inf suffers 3 lost HP.
We discover Refining and start research on at 70%, due in 6 turns, but we’ll try to MM down to 5 later.
Sumer Inf => Inf.
Copan Inf => Inf.
Ollantaytambo Cav => Cav.
Bad-tibira MoW => MoW.
Huamanga Inf => Barracks.
Akshak Galleon => Galleon.
Theodora’s Bane Settler => Settler.

Turn 269 – 1395 AD
We have one source of Oil, near Lagartero. I count 5 sources for the Barb Nation, including one under Maastricht that they took from the Dutch. If we need it, we could take it. :D

Battle of Ipswich.
Bombard the 6 units around the city. Redline 5 of the 6.
4/4 Cav attacks 1/4 Cav and kills him flawlessly.
5/5 Cav attacks 1/4 Cav and kills him, now 4/5.
5/5 Cav attacks 1/4 Cav and kills him, now 4/5.
5/5 Cav attacks 1/4 Inf and kills him flawlessly.
4/4 Inf attacks 1/4 Inf and kills him, now 2/4.
5/5 Cav attacks 2/4 Cav and kills him, now 3/5.
4/4 Cav attacks 1/4 Cav and kills him, now 3/4.
1st Cav attacks a 1/4 Cav and kills him then moves into Ipswich.

At Sea, near Ipswich, 2 MoW bombard an Ironclad and redline it. 3/3 MoW attacks a 1/4 IC and enslaves it, no damage.

MM for specialists and looks like we’ve got Combustion due in 6 turns at +18 GPT.
Change builds in York, Vilcabamba and Heraclea from Cavs to Arty.

IBT
We lose a MoW to an Ironclad at the Ship Chain transfer point.
3 Barb Guards Cannons let loose on 1st Inf, seems to have healed to 12/14?
A Cav attacks Ipswich and dies, producing another Great Leader, Edward. Two more retreat and another dies against our Cav Army.
692ee164280178af417fabfae46ec8af3720.jpeg

A Barb Cav attacks Toe and dies to an Inf unit, but it was close!
Cuzco Inf => Inf.
Amsterdam Cav => Cav.
Adrianople Inf => Inf.
Utrecht MoW => MoW.
Coventry Army => Army.
Umma Inf => Inf.
Vilcas Arty => Arty.
Vilcabamba Arty => Cav.
Heraclea Arty => Cav.
Trebizond Settler => Settler.
Cambridge Harbor => MoW.
Our Spy in Barbarian Stronghold is captured!

Turn 270 – 1400 AD
Moving units to the new city on the rocks, I misclicked. 4-Infantry units miss the square.
Make Edward into an Army and load up the 4th Inf, load 3 Inf units.

Battle at Ipswich.
Bombardment redlines all the units within range.
4/4 Inf attacks 1/4 Inf and kills him flawlessly.
4/4 Inf attacks 1/4 Inf and kills him, now 2/4.
4/4 Inf attacks 1/4 Inf and kills him, now 2/4.
4/4 Cav attacks 1/4 Cav and kills him flawlessly.
5/5 Cav attacks 1/4 Cav and kills him flawlessly, no leader.
5/5 Cav attacks 1/4 Cav and kills him, and another leader is born, Boudicea (the Warrior Queen!!)
69b69290a4dba3c9449985e3979eb445468e.jpeg

We turn Boudicea into an Army and thus is born the 5th Cav.

Attack on Teoihuacan.
Bombardment. There are a bunch of units in the city. It is difficult to know because some were wounded, so it became hard to count as I wasn’t sure who was who. There are at least 8 units, but I think there are more.
Advance 8 Infantry units on towards Teoihuacan to assault next turn.

Unload our Army we built in the homeland and load it with Cavs, thus the 6th Cav. Move the 6th Cav into the stone pile.

Stock some Arty in Ipswich for a move to the stone pile when the city is built.
Check MM.
The Barbs are conscripting Infantry units, as I can see one. Our Military Advisor now tells us we are strong compared to him.
We plant a new Spy in Barb Stronghold for 76 Gold.

IBT
The Barb Guard Cannons did a job that time, the 1st Inf is down to 3/14, they took off 8 HP!
We sink an Ironclad attacking our ships at the Ship Chaining transfer point.
3-Vet Barb Cavs die attacking Ipswich, and they die against our new Inf Army.
London Cav => Cav.
Ur Inf => Inf.
Erech Arty => Arty.
Norwich Harbor => MoW.
Machu Picchu MoW => MoW.
York Arty => Cav.
Lagash Arty => Arty.
Hastings Inf => Inf.
Canterbury Cav => Cav.
Corihuayrachina Cav => Cav.
Newcastle Arty => Arty.
Huamanga Barracks => Inf.
Varna Settler => Settler.
Bonampak Cav => Cav.
Liverpool Inf => Inf.
Dover Arty => Arty.
Brighton Arty => Arty.

Turn 271 – 1405 AD
Found the town of Barb Demise and start a Barracks.
Let’s see what these Barb Guards can take?
Bombardment. With 7 Arty units, we redline one of the Barb Guard guns and then attack it with a 4/4 Cav. It kills the gun and is now 2/4.
Move 10 Arty from Ipswich to Barb Demise and can fire, redline another Barb Cannon and attack it with a 4/4 Cav. The Cav dies and Barb Guard promotes to 2/9?
Wake 6th Cav and attack the 2/9 Barb Guard and kill him, now 7/13. Retreat back towards Barb Demise and those things also have ZOC, lose another hit point as I move past. I did this to try and get out of the range of as many as I could.

I station several Infantry units beside Barb Demise to try to get the Guard Cannons to shoot at them instead of the city?

Battle at Ipswich. There are 3 Inf, 1 Cav and an Ironclad unit near the city.
There are 19 Arty units in the city. I moved 10 of them into Barb Demise. The rest bombard the enemy. Redline all the units but 1 Inf (2/4) and the Ironclad.
5/5 Cav attacks 1/4 Cav and kills him, now 3/5.
4/4 Inf attacks 2/4 Inf and dies, redlining the Barb Inf.
4/4 Inf attacks 1/4 Inf and kills him, now 3/4.
4/4 Inf attacks 1/4 Inf and kills him flawlessly.
5/5 Cav attacks 1/4 Inf and kills him flawlessly, no leader? :rolleyes:

Wake the 3rd Cav and move to Barb Demise.

Battle of Teoihuacan.
Bombardment. Over half the shots fail, so I wait for another turn.

Almost forgot the Ironclad up north.
2 Enslaved MoW bombard it to redline.
1 third MoW enslaves the Ironclad.

Move the 1st Cav to Barb Demise.
Continue moving pillage force south.
MM Specialists, Combustion in 4 turns making +29 GPT.

e3891b13dfe50676445986174055153b604f.jpeg


Save for the night.
EDIT - I should be able to finish the last 4 turns tonight!! [pimp]

A question?
After Combustion, since we are still a ways from needing Amphibious Warfare, I am thinking we should research Flight first, then head for Tanks (Motorized Transport) and then Amphibious Warfare?

Comments are welcome, of course...
 
Wow... Barbarian Stronghold is at 98 spt... which means a fresh Cav or a fresh Infantry every single turn. :eek: I know some of you want to go around that monster... but from what I've seen, I'm more convinced than ever that we need to burn that sucker out.

@Leif: Nicely played! :thumbsup:

After Combustion... should we consider beelining for tanks and stealing Flight from the Barbarians?

@Willowbrook: Glad to have you along for the ride. It's nice to have the lurkers de-lurk once in a while. :hatsoff:
 
Leif - build some rails up to Demise. It will allow you to shuffle units in and out quickly.

You'll probably need to take out New Olmec. Replacing 1SE will give you shots at the cannon on the SE side of the Barb Diamond.
 
We played an entire AW SGOTM without a GL and you pull 4 in 1 turnset, I'd say the rng gods are probably distracted and watching the World Cup Finals. Keep up the good work. :goodjob:

I'd favor flight before tanks, especially if we are the first to learn it. Lethal bombardment can speed up our finish date. BTW is the Tech Theift Thingy in the Stringhold? If it is this could really give us an advantage when it is destroyed.
 
Sir Bugsy said:
Leif - build some rails up to Demise. It will allow you to shuffle units in and out quickly.

You'll probably need to take out New Olmec. Replacing 1SE will give you shots at the cannon on the SE side of the Barb Diamond.
More like this:

We You'll probably need to take out New Olmec. :p

Though I'm not so sure we need to let a single siege dictate our "real estate redevelopment plans".

From the looks of things, I won't recognize this game when it gets back to me. :crazyeye:

@Gator: From a tactical standpoint, I agree with you on Flight. I was just thinking we might achieve endgame earlier if we beeline for tanks and steal that tech. Don't the AI tend to go for it?
 
Thanks. Its been interesting!! Those leaders sure helped a lot. I could use another army or two though... :mischief: :lol: :lol: :rolleyes:

I've been debating with myself whether to occupy the fort where our 2/4 Cav is next to New Olmec. :crazyeye:

The plus side is that enemy Infantry can't get in there and become a pain to dislodge. :wallbash:

The negative side is that a whole bunch of those damnable Barb Cannons can do some serious damage to whatever gets planted there. The Artillery is all fired, so can not move. That means any units will have to remain there for 2 turns. :eek:

I'm leaning towards taking the chance and occupying as losing it could mean a serious fight, although it may mean some Inf will come out of the Barb Stronghold if I leave it open. But kicking Imfantry out of forts on mountains can't be fun, can it?? :hammer2:

@Gator - Yes, technology thieves is located in the capital!!
 
Would technology thieves work for us?

Better question: Could we withstand bombarbment from all those cannons ringing the city? raze it if we get it.

Oh yeah, I'd go with flight.
 
I'll post in the morning. Summary:

I have not taken The Barbarian Stronghold. I have lost 2 Cav Armies trying. The Barb Guard Cannons were 18, now they are 11. They seem to most effect the individual Infantry units in a tile. There are 3 Armies in the stack and they haven't been effected too much.

TF Double Deuce is almost to its destination. With the help of 13 MoW, it blasted it way through the chokepoint and destroyed the city there. The city had 1 Vet Inf and 1 Reg Inf in it. He is grasping for units as I have started to see Conscript Inf. Currently we are strong to him and he has 15 Cavs and 103 Inf. Interesting, he has no Ironclads and 8 Pirate Ships, 1 Frigate and 3 Galleons. We have 9 Galleons, 2 transports and 65 MoW.

Its late and I'm gassed. I'll post the save and then, off for bed... :sleep: :sleep: :sleep:

<< THE SAVE >>
 
I'm back, have to work around the house today. Will check back tomorrow or later today.
 
Hi Capt! How was the vacation? :cool:
Feeling like some action? :mischief:

Roster:
Capt. - UP
Bugs - On Deck
Scout
Gator
Mistfit
Leif
- Just played and hoping it doesn't get back to me 'cause we need to finish!! :)

@Capt - If you have some time, we have decided to play what you can, up to 10 turns. The tunrs took me an average of about an hour and a half each. Good luck!! :thumbsup:
 
Double post alert, but this finishes the turn log:

Restart Game.
Before changing the turn, decide to reinforce the breach to keep it open. No sense leaving the Infantry units open to fire near Demise when they can be &#8220;in the breach&#8221; taking fire.
Move 4 Inf units into a mountain fort and then follow with 1st, 3rd and 4th Cav Armies. Move 4 more Cavs in.
Ok, let&#8217;s see what happens?
a27217bbe2fa605543f1a711573e56eeea7c.jpeg


IBT
Rocket&#8217;s red glare and all that as the Barb Cannons let loose a terrible barrage!
The Cav armies each sustain 2 to 4 HP losses and 1 Inf unit loses 2 HP, not bad!
5 Barb Cavs waste themselves on Ipswich defenses!
Infantry are moving everywhere and some Ironclads come out of hiding, both in the north and south, one bombards Ipswich.
I counted at least 8 workers scurrying around the Barb Stronghold.
Chichen Itza MoW => MoW.
Sumer Inf => Inf.
Tiwanaku Arty => Arty.
Copan Inf => Inf.
Palenque Cav => Cav.
Nottingham Cav => Cav.
Agade MoW => MoW.
Isin Cav => Cav.
Oxford Galleon => Galleon.
Lagartero Arty => Arty.
Apache2 Cav => Inf.
Bristol Harbor => MoW.
Production in Coventry is Sabotaged!!

Turn 272 &#8211; 1410 AD
MM a Scientist in Erech to get Combustion in 3 turns.

We&#8217;ll start with the Battle of Teoihuacan.
Bombardment. There are 4 Inf units, 2 Vets and 2 Reg. Despite a lot of misses, we redline all but one of them, who is now 2/4.
4/4 Inf attacks 2/4 Inf and kills him, now 3/4.
4/4 Inf attacks 1/3 Inf and dies flawlessly, defender promotes.
4/4 Inf attacks 2/4 Inf and kills him, now redlined.
4/4 Inf attacks 1/3 Inf and kills him flawlessly.
4/4 Inf attacks 1/4 Inf and dies flawlessly, defender promotes to 2/5.
4/4 Inf attacks 2/5 Inf and kills him. We take the town, 24 Gold and Copernicus&#8217;. Sell the Barracks, Marketplace and Harbor.
1da8da105ee9a8b9433cb3f96bc3d57dc7ca.jpeg


Found the town of Berwick 2W of Toehold. Start a Barracks.
Abandon Teoihuacan and destroy Copernicus&#8217;. Makes me feel like a Barbarian!! :D

Move TF Deuce south.
The situation:
786a761070773ece48a9be1f09072122c463.jpeg


OK, I see 2 barb Ironclads southeast of Toe. Let&#8217;s get them.
It requires 7 MoW&#8217;s to redline them both.
4/4 MoW attacks 1/4 Ironclad and, after losing a HP to defensive fire, sinks him, now 3/4.
4/4 MoW attacks 1/4 Ironclad and sinks him, no damage.

Battle of Bling.
Bombardment. Fire 3 shots and one hits for 1 HP. Need more Arty from the mainland. So we ship chain more units over. Resume bombardment with 6 Arty newly arrived. 4 of the 6 miss. So, there are 3 Inf units adjacent to Bling and they are 2/4, 2/4 and 3/4. So, we attack.
4/4 Cav attacks 3/4 Inf and kills him flawlessly!
4/4 Inf attacks 2/4 Inf and kills him, now 2/4.
4/4 Cav attacks 2/4 Inf and dies, redlining the Inf.
5/5 Cav attacks 1/4 Inf and kills him flawlessly, no leader? :D

Battle for Ipswich.
Although I wanted to move Ipswich&#8217;s Arty to Barb Demise this turn, the city is faced with 1 Cav, 7 Inf and an Ironclad.
879c2ddb97f03dff472aa179f74e5b860637.jpeg


MoW are missing everything but finally manage to redline the Ironclad. Sink it with a 3/3 MoW, but get redlined. Firing 14 Artillery and 3 MoW, we only manage to redline 2 Inf and the rest are 2/4. The Cav is untouched and another Inf, in an adjacent tile is also untouched.
4/4 Inf attacks 2/4 Inf and kills him, redlining.
4/4 Inf attacks 2/4 Inf and kills him, now 3/4.
4/4 Inf attacks 2/4 Inf and dies flawlessly, Barb Inf promotes.
5/5 Cav attacks 3/5 Inf and kills him, now 4/5, no leader.
5/5 Cav attacks 2/4 Inf and dies, Inf promotes to 2/5.
4/4 Cav attacks 2/4 Inf and kills him, redlining.
4/4 Cav attacks 4/4 Cav and kills him, now 3/4.
4/4 Cav attacks 1/2 Inf and kills him, redlining.
4/4 Cav attacks 1/4 Inf and kills him, now 3/4.

Decide to have another look at The Barb Stronghold to see if there have been any changes? Spend 130 Gold to have a look.
77c0f3d5976a02c14aaa950be4697e72a783.jpeg

They have 10 Inf in the city, have added a Cav and there are 6 workers. Can&#8217;t see Rubber, but they have 4 sources of Oil.
Decide to move the Artillery up into the fort to begin bombardment next turn.
Move more units, including the 5th Cav into the mountain fort.

IBT
Barb Cannons do their bombardment thing!!
An exposed Infantry units dies, but not before distinguishing itself (it was 2/4) by killing a Vet Cav and a Vet Inf unit.
2 Barb Cavs die at Ipswich, more Inf show up on the doorstep.
Olly Cav => Rax.
Tikal MoW => MoW.
Zabalam MoW => Galleon.
Richmond Cav => Cav.
Manchester Harbor => MoW.

Turn 273 &#8211; 1415 AD
May as well start with the Battle of Barbarian Stronghold.
Bombardment. The Guard Bombard unit shows on top. That was disappointing, out of 18 Arty pieces, 10 missed!! Need more Arty.

Battle of Ipswich.
Fire 7 units and make al 4 Inf 2/4. Move the remaining 7 to Barb Demise.

Use these 7 to fire at a Barb Guard Cannon in a fort on a mountain, only 2 hit for a loss of 3 HP.

At Ipswich,
4/4 Inf attacks 2/4 Inf and dies, defender promotes, now 2/5.
4/4 Inf attacks 2/4 Inf and kills him, redlining.
4/4 Inf attacks 2/4 Inf and kills him, now 2/4.
4/4 Inf attacks 2/4 Inf and kills him, now 3/4.
4/4 Inf attacks 2/5 Inf and dies flawlessly.
5/5 Cav attacks 2/5 Inf and retreats after doing no damage, this guy is a superman!!
5/5 Cav attacks 2/5 Inf and dies, redlining the Inf??
4/4 Cav attacks 1/5 Inf and, finally, kills him, now 3/4.

Move some more Arty into Barb Demise from Bling.

It takes 6 MoW to reduce a lone 4/4 Barb Inf to redline. Kill him with a Vet Inf, now 2/4.
ffa8258d231840d34790931f483d20995648.jpeg


IBT
Fire and brimstone again, damage is significant to the Infantry units protecting the Cav Armies. Five Infantry units are at 2 HP and 1 is redlined.
We lose an exposed Inf to a Cav, after he retreated on already.
From TF Deuce, we watch 4 Cavs go by and they end up outside Ipswich, so he is pulling units from the south to stay afloat.
An Ironclad appears in &#8220;the slot&#8221; near Ipswich.
The Barb&#8217;s sortie a fleet of 3 Pirate Ships and a Galleon from their one-tile island. They appear headed for Zabalam.
Ur Inf => Inf.
York Cav => Cav.
Kish Galleon => Galleon.
Hastings Inf => Inf.
Umma Inf => Inf.
Bad-tibira MoW => MoW.
Huamanga Inf => Inf.
Oehold Barracks => Arty.
Smyrna Cav => Arty.
Akshak Galleon => Arty.
Trebizond Settler => Settler.
Liverpool Inf => Inf.
Gloucester Harbor => MoW.

Turn 274 &#8211; 1420 AD
Battle for Barb Stronghold.
We start by moving 7 more Arty forward into the Mountainous Fort from Demise. That leaves 7 in Demise and they begin the Bombardment against a Barb Cannon to the west. 3 units hit it and it is now at 1/9. Attack the redlined Barb Cannon with a 4/4 Cav and destroy it.
With the remaining units, we bombard New Olmec. Two hit and it reveals that there are two Reg Infantry in the city.
Begin bombardment of Barb Stronghold.
Th eBarb Cannon Guard is now at strength 5, so I attack it with a Cav Army before it hides under Infantry, like it did last turn. The 1st Cav gets the call and it kills it, losing 4 HP. Retreat it back to the Fort.
The second Bombard Cannon is also showing 5/10, so the 5th Cav attacks and dies against it. Now an Infantry unit shows, so we resume bombardment.
But I decide to attack the Cannon units on the mountains. We redline another, so attack it with a 4/4 Cav and the Cav dies, and it promotes, so we bomb it again. Now it is 1/9, so another Vet Cav attacks and we kill it flawlessly.
Three more Barb Cannons go to the grave.
Attack New Olmec with 6th Cav and kill both Reg Infantry, capture 24 Gold and abandon the town, Army loses 1 HP.
Move a Settler and 5 Inf up to the tile 1SE of where New Olmec was.

Battle around Ipswich.
Bombard the 4 Cavs. Between 7 Arty units and 3 MoW, we redline the 4 Cavs.
Now to go after the Ironclad. It takes 5 MoW&#8217;s to redline the Ironclad. A 3/3 MoW enslaves the Ironclad.
5/5 Cav attacks 1/4 Cav and kills him, now 2/5, no leader.
4/4 Cav attacks 1/4 Cav and kills him, now redlined.
4/4 Cav attacks 1/4 Cav and kills him, redlining?
3/4 Cav attacks 1/4 Cav and kills him flawlessly. :rolleyes:

Down south with Task Force Deuce, the MoW fleets have arrived to assist.
884741748f8404614b68aba6288e9aa23cdc.jpeg

Bombard a Rifle standing in the way of the chokepoint. 3 MoW redline the rifle and the 2nd Cav attacks, killing the Rifle but losing 3 HP.
Now to take on the Ironclad keeping us from Chanca2. Two MoW redline the Ironclad and another kills it, redlining in the process.
The MoW cannot reach Chanca2 and bombard, so we&#8217;ll wait for next turn.

Worker stuff.
Land reinforcements and move forward.
Send 3rd Inf into the breach.

Almost forgot the Pirate ships and Galleon. Bombard the Galleon, take 2 HP.
4/4 MoW attacks 4/4 Pirate Ship and sinks it flawlessly.
4/4 MoW attacks a 4/4 Pirate Ship and enslaves it.
4/4 MoW attacks a 4/4 Pirate Ship and sinks it, losing 1 HP.
4/4 moW attacks a 2/4 Galleon and sinks it, losing 1 HP.
That destroys that convoy!

CivAssist2 says we will run over Combustion by 10 Beakers, so I MM Erech and Olly from Scientists to Taxmen.
c70b067d862adf054496800dd9d23cb64fec.jpeg


IBT
The 3rd Inf lost 2 HP, the non-Army Inf suffer most from the Bombardment.
We lose 3 exposed Cavs from taking Barb Cannons. We kill one enemy Cav.
There isn&#8217;t much movement of units that I can see, perhaps they are getting rarer?
We discover Combustion. Start Flight, due in 7 turns, until we MM?
London Cav => Cav.
Cuzco Inf => Arty.
Sumer Inf => Inf.
Copan Inf => Inf.
Machu Picchu MoW => Arty.
Bling Barracks => Inf.
Caesarea Settler => Settler.
Canterbury Cav => Cav.
Cori Cav => Cav.
Newcastle Arty => Arty.
Dover Arty => Arty.
Bede&#8217;s Arty => Arty.

Turn 275 &#8211; 1425 AD
MoW fleet bombards Oil resource near New Chanca (is that name everywhere?) The whole fleet of 6 ships bombards and doesn&#8217;t hit a thing!! :cry:

OK, back to the Barb Stronghold.
First, we found the town of Guard Killer and start a Barracks.
From Guard Killer, we start an Artillery barrage of Barb Cannons. One of them is now 1/8 and the other is 2/8. To the attack!
4/4 Cav attacks a 1/8 Barb Cannon and dies, it promotes to 2/9.
Ok, we&#8217;ll start bombarding again. In 2 shots, they are both down to 1 again.
4/4 Cav attacks 1/9 Cannon and dies.
4/4 Cav attacks, is reduced to 3/4 by a ZOC shot, and dies, Cannon promotes to 2/10.
Another Arty shot and its now 1/10.
4/4 Cav attacks the 1/10 Cannon and kills it, redlining. Cover it with an Infantry units.
6th Cav attacks a 1/8 Cannon and kills it, losing 1 HP. Fortifies in the Mountain Fort.
Bombardment of Barb Stronghold.
One shot and the Barb Cannon in Barb Stronghold is now 5/10, so 3rd Cav gets the call to attack and charges down the mountain and dies as it redlines.
We bombard the Barb Stronghold.
Over half of my shots fail!!

At Demise, we kill an enemy Inf with an Arty shot and an Army attack.

Out of frustration, I use Cav to pillage a tile to try and reduce population, then I realize that all the tiles are mined, so food will not be effected, so I stop in order to preserve units.

Move more Arty up from Demise.

Battle at Ipswich.
Bombard 1 Cav and kill it with a Vet Cav, no damage. Move 4 more Arty up into the mountain fort. Now there are 37 Arty units ready for the next, better player.
At Sea, 4 MoW bombard an Ironclad to redline. A 3/3 moW attacks and dies, Ironclad promotes. Bombard it back to reline and then attack it with a 4/4 MoW and it dies as well. Another attack by a 3/3 MoW sinks it without further loss.

Battle of Chanca2, the isthmus.

It requires 13 MoW to bombard before the 4/4 Inf and 3/3 Inf are redlined.
The 2nd Cav attacks and kills a 1/3 Inf without loss. It attacks again and kills a 1/4 Inf without loss. We capture the city and 27 Gold. Looking inside, it only has a Harbor, which we sell.
c70cd7220473e88b4ee7a60464c9da9bb939.jpeg

There is a Pike menacing us by blocking our route south. The 2nd Inf attacks and kills him flawlessly.
We move on south and abandon Chanca2.

Upgrade Galleon2 to a Transport for 75 Gold.

MM for research and with all Scientists, it is still 7 turns and we lose 9 GPT.
I MM the Specialists so that changing a Scientist to Taxman will require 8 turns for Flight, right now it is 7 turns.

The Military Advisor Screen:
0c875af7125fe6344847988b98bda782d17b.jpeg


After Action Report.
The Barb Stronghold remains. If you bombard the Barb Guard Cannons down too low, you cannot get them as they disappear under the protective Infantry in the city. I lost 2 Armies trying to take them, but only got 1 of the 2. Their max HP strength is 10. Once you bomb them below 5, they disappear. There are now 37 Arty units in the mountain fort above the city. The Barb Guards Cannons have been reduced from 18 to 11. Their bombard seems to hurt the individual Infantry more than the Armies, thank goodness. I have kept a steady stream of Inf units coming in to protect the Cav and Armies.

e60ccf33d5e2f9844e3dbc434d2aadff1fe8.jpeg


The Double Deuce expedition is going well. There is a flotilla of 17 MoW and 1 Galleon nearby to bombard anything that gets in the way. You are 4 turns from the Rubber, pillage it and sit on it!!

The units in Zabalam have not been loaded into Galleons yet. You may decide what you want. I advise taking as much Arty as possible. You will need everything you can get over there to take the Barb Stronghold.

Please feel free to change any builds. I set research to Flight, but no turns have passed yet, so it could be changed to head for Tanks if the team prefers. If we change research, you will need to MM the Specialists again to balance things out. BTW, we *can* build Destroyers and Cruisers now. I have not changed any builds and forgot to check to see if the game did. I have started upgrading Galleons to Transports, but didn't do too many as I didn't want to disrupt the reinforcements.

Good luck.

EDIT - Just completed a count of kills versus loses for these 10 turns. We killed 127 Barb Units while losing 37, and 8 of those were in the 2 Armies that were lost attacking Barb Cannons in Barb Stronghold. Could have been better if we weren't attacking that damn place...
 
Mistfit said:
111 hours and 41 min into it I think we can say we have turned the corner. Good job Leif!
Thanks Mistfit, it felt like all 111 of them were in the last 3 days!!
:lol: :lol: :lol:
 
Very good progress :goodjob:

Haven't looked at the save yet but we might want to consolidate every artillery unit we have in the attack on the Stronghold. We're only attacking with 37 when we have 62 of them. We need to be able to redline everything in the city in 1 turn. I'd like to keep a few in reserve incase the Barb units promo up, then we can hit them again in the same turn. I'd like to see what a stack of about 75 artillery units can do. If we estimate 3 hits to redline a vet Infantry and 5 hits to redline each cannon we'd need to be successful 57% of the time with 75 artillery to reduce all 13 units in the same turn.

In the meantime we may want to spend a turn or 2 bombing the countryside (leif may have done some of this already) and reducing the cities production and commerce while we consolidate the artillery units.

The team that cracks the Stronghold first will probably be the team that wins the game the fastest. We're behind some of the teams in total territory but they may have attacked the southern half of the continent first where we have gone right into the teeth of the Barb Empire.
 
DJMGator13 said:
The team that cracks the Stronghold first will probably be the team that wins the game the fastest.
I hope I'm wrong about this... but there are a couple of teams that haven't played past 600 AD, and I don't think they've played in a while...could they be done? :dubious:
...we have gone right into the teeth of the Barb Empire.
Yes, you guys can blame me for shoving us right into that gaping maw. :hammer2:

@Leif: Good slugging!
 
Back
Top Bottom