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 “in the breach” 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’s see what happens?
IBT
Rocket’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 – 1410 AD
MM a Scientist in Erech to get Combustion in 3 turns.
We’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’. Sell the Barracks, Marketplace and Harbor.
Found the town of Berwick 2W of Toehold. Start a Barracks.
Abandon Teoihuacan and destroy Copernicus’. Makes me feel like a Barbarian!!
Move TF Deuce south.
The situation:
OK, I see 2 barb Ironclads southeast of Toe. Let’s get them.
It requires 7 MoW’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?
Battle for Ipswich.
Although I wanted to move Ipswich’s Arty to Barb Demise this turn, the city is faced with 1 Cav, 7 Inf and an Ironclad.
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.
They have 10 Inf in the city, have added a Cav and there are 6 workers. Can’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 – 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.
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 “the slot” near Ipswich.
The Barb’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 – 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’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.
Down south with Task Force Deuce, the MoW fleets have arrived to assist.
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’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.
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’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’s Arty => Arty.
Turn 275 – 1425 AD
MoW fleet bombards Oil resource near New Chanca (is that name everywhere?) The whole fleet of 6 ships bombards and doesn’t hit a thing!!
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’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.
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:
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.
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...