SGOTM 11 - Team Newbie

For the short term (i.e. next couple of turnsets) I think we need to make an explicit plan of who to attack, when to attack, and how much stuff we do it with. If I remember correctly, we have 9 knights with another two due in a turn or so (1 upgrade, 1 build), 2 elite horses, and a couple of impi who can accompany the stack to provide tactical support.

I still believe the obvious targets are the southern three Oriental civs. All will have UUs with Chivalry, and surely that tech is being researched even as we speak. India and Japan have the resources to build their knights, while China is missing iron. We currently have ROP with no one, but we have a per turn deal with Japan, so we shouldn't use them to trigger the MPP. Nor should we use China, as Beijing (contains The Wall but almost undefended) is deep in their territory, so a ROP will be important for that. So that leaves India or Korea. We certainly could initiate proceedings with a fast attack on India's fur town, and march the slow way to Delhi; it is quite close to Bangalore, so that shouldn't be too painful. Or we could ROP with India, and use the town-gift-retake trick to start the war with Korea.
Now, once we have taken Delhi and the furs, we should have a clear route through to Japan - first stop Zeus. And get that iron pillaged (in fact we might send an impi ahead to get that pillaged as soon as the MPP triggers).
So how much military do we need to fulfill those three objectives, and to defend our current holdings from Korea and from Chinese and Indian guerilla operations?
 
PaperBeetle said:
So how much military do we need to fulfill those three objectives, and to defend our current holdings from Korea and from Chinese and Indian guerilla operations?

Oooh about 9 knights and a couple of elite horse ought to do the trick!:lol:
 
Are the three objectives:
1. Delhi
2. Indian fur town
3. Japanese town containing Zeus (which town is that?)
?
 
TaxPayer, I'd like to play the next turnset if that is ok?

I'll play it tonight / tomorrow morning so you can get yours in after.
 
PaperBeetle said:
The iron is on a mountain, which makes it quite a worker investment, and we're a bit short of workers right now. So there are currently 3 doing reconnect duties. Add another worker and slave and we can have the iron hooked at some point every turn. i.e...
turn 1: starts hooked. Upgrade horses. Then set knight, pike and mace builds where we want them. Disconnect the iron and start rehooking - gang says two turns. Then set axe and horse builds where we want them.
turn 2: starts unhooked. Gang says one turn. Move units for upgrade to barracks, but fortify instead of upgrading.
interturn 2: Gang finishes the job first. Then the interturn starts looking at towns, so first time you get taken to the city screen, zoom around all towns upgrading units where you can.
Back to turn 1...

I hope we don't come to a situation at the beginning of the second turn, that we want to upgrade a unit because of an AI landing and don't get a city screen in the next interturn, or upgrade at beginning of second turn to be able to move them next turn.
It's a risk we take then, I don't want to lose a core town that way so I think we should have a Knight in reach of every town.
 
Go ahead and play Wardancer. If you have already any news on the game?
 
Hi guys, I haven't finished the turns yet. I really should have by now as I had the whole weekend so I apologise for that.

I am half way through the turnset. The aim of my turns is to take down Beijing and Delhi (using quasi ROP Rape) in 150 AD which is turn 7 of my set. I've checked Offa's utility and we should be able to get enough units outside of each to have 99% chance of taking both so you might say overkill but I think it is good to have spare units to defend counter attacks and (possibly) take further towns.

Anyway, as the plan is set so I would like to see it through. I'll play the remaining turns tomorrow evening and post the save then if that is ok with the rest of the team.

Sorry once again!
 
what is ROP rape?
don't it mean the rep hit behavier which we sign ROP, and move to just beside AI's capital, and declare?
or it mean something else?
 
archphoenix said:
what is ROP rape?
don't it mean the rep hit behavier which we sign ROP, and move to just beside AI's capital, and declare?
or it mean something else?

Well PaperBeetle talked me through this the other day. We sign a ROP with China and India. We position our troops outside Delhi and Beijing. We then DOW on, say Korea, attack Korea at which point China and India declare war on us, as they are bound to by their mutual protection pact/locked alliance, breaking the ROP (with no rep hit for us). We then attack the two capitals with our units conveniently positioned!
 
Welcome back. :wavey: Hope your daughter is well.

You arrive back just in time to see us rock the QSC world! Well, rockin' into second place anyway. A good thing that team klarius didn't set their luxury slider to 100% before saving 1000bc, or they would have slipped ahead of us. I notice also that we are the only team to have gone medieval during the QSC. :D
Mind you there are some pretty radical strategies out there - what is team Smurkz doing with only 7 techs? Trying an impi rush? 1000bc and they can't even see the horses!
 
PaperBeetle said:
Welcome back. :wavey: Hope your daughter is well.

Yes, thanks. Fit as a fiddle, and twice as loud. :)

You arrive back just in time to see us rock the QSC world! Well, rockin' into second place anyway. A good thing that team klarius didn't set their luxury slider to 100% before saving 1000bc, or they would have slipped ahead of us. I notice also that we are the only team to have gone medieval during the QSC. :D
Mind you there are pretty some pretty radical strategies out there - what is team Smurkz doing with only 7 techs? Trying an impi rush? 1000bc and they can't even see the horses!

Good going, Guys. Fit me in where you like, I'm ready to rumble.
 
Welcome back Buchephalus! :)

@PaperBeetle
I think team Smurks's strat is quite obvious and possibly powerful. They have 14 warriors, 450 gold in the bank and iron working. Mass warrior to sword upgrade - I play a lot of my games this way and that is a nice SOD at 1000BC! They could be despotic for a long time though. I'm not sure I like that strat on this map.

Playing my remaining turns now.
 
C3C though - upgrading is so expensive that they can only go with half of those axes. But yeah I can see that would be strong if they can get those swords over to the AI in time. That's the trouble though, it's such a huge continent...
 
Ok well apologies for this but I still haven't quite got them finished. If it is any consolation I am playing very slowly because I don't want to make too many mistakes.

The good news is that war is going nicely so far. We were able to begin the war a bit more quickly than I thought (110 AD) because China had built more roads than expected.

Beijing and Delhi were captured without too much of a hitch - we did lose 1 Knight on each. Lahore was then taken from the India and I should get Canton from the Chinese next turn.

I have another 4-6 turns to play (depending on where I am supposed to play until) but its quite late and each one is taking me about an hour so if it ok with the team then I'll finish them tomorrow.

If I'm just taking far too long on this and the next person is keen to take over then let me know and I'll post the save as it stands and they can play from there.
 
Welcome back, Bucephalus!

Therefore the roster again:

Wardancer - is playing
Taxpayer'sMoney - up after Wardancer
archphoenix - on deck
Bucephalus - back again
socralynnek -
PaperBeetle - just played

Just a comment on turn times: One doesn't have to play ten turns. The turns are getting lenghty already and thus it is perfectly fine if someone only plays 5 turns or so. I rather like, if you play your turns carefully but play less, than rush through them.
We are in a position where we still have the chance to even win this competition, our strategy is not that bad and with a little luck (armies), we can wipe our continent off pretty fast. But surely that requires careful playing.

(This was not a rant to Wardancer, if your set takes 3 days, that's also fine, but a week or so would be too much cause then the other players forget about the game until it's their turn again)
 
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