SGOTM3 Rome - Team Bugsy

A quick update: two turns played. Maintaining a 5:1 kill ratio. Founded a new city in the NE. Two more cities will befounded next turn. The AI are swarming, thank goodness for the cats. Repelled two landings in the SW.

Hopefully, I can have this up tonight, but more likely tomorrow. Sorry Denyd.
 
I was able to play seven turns over two days. Progress is steady but slow.

Pre-flight – 1475 AD – Hurry a market in Cumae. Ah, this is a partially played turn. Send two of the settler to the northeastern side of the front.

IBT – Two Japanese cavs and four Aztec cavs are dropped off.

1. 1480 AD – Found Lauriacum in the NE. Bombard and kill two Cossacks. Kill one Aztec with a legion, lose a knight to another. A knight kills a second. I have a 2/4 and ¼ cav left I use a pike to kill the 2/4 and another pike to kill the 1/4.

Over on our Japanese friends, cats get one hp off of each. A legion retreats each of them. Use a legion and then a knight to chase them down and kill them. The Blue Bolts kill a French cav. An elite knight kills another.

Over at the gate, the Red Machine kills a Yank rifle. Death in the South kills another. An eLegion is redlined killing a third. Lose a knight to a 2/4 Yank rifle. Then dispatch him with a reg legion. (14-2)


IBT – Two more Japanese cavs are dropped off, we lose a legion to a Bab cav. A French Cav dies at Lauriacum, (15-3)

2. 1485 AD – The Red Machine takes out a Bab cav. A legion is redlined then rallied and takes out a Japanese cav. A knight takes out the other Japanese cav.

A knight takes out a Cossock. Lose a legion to a Bab cav. Blue Bolts kill two Bab cavs. A mostly healed Defender of Rome kills a Bab cav. An eKnight takes out a Yank rifle. Another eknight kills a German pike. (24-4)

Take a break and play ANK09. This is probably the most intense game I’ve ever played.


Day two – Looking at the histogram, the Japanese and Aztecs appear to be at war, with the Aztecs taking the short end of the stick.

IBT – Kill a cassock at Lauriacum, kill one English cav at Caesarea and lose a legion to another there.

3. 1490 AD – At Caesarea, the Blue Bolts kill a bombarded redlined English cav. The 4th Knight Army takes out two Bab cavs. (29-5)
Found Teurnia between Caesarea and Verona.

IBT – Very busy. In the NE, kill a cassock, lose two legions. The 4th Knight army kills two Bab cavs and dies to a third. A legion kills an English cav.

4. 1495 AD – Found Curia and Neapolis in the NE. The Savages take out a Yank rifle. The 1st kills a German rifle. (35-8)

IBT – Kill a French LB. A French cav is dropped off in our rear. Curia is now the new hot spot.

5. 1500 AD – DitS kills a Yank cav. 1st Knight kills a French cav. An elite knight kills a Yank rifle at Tarentum. Caesar’s Knights kill a Russian musket. Bombard and kill the French cav in the backyard with an elite knight. Kill a French cav on a mountain next to Curia and:
SGOTM3_1500_AD_leader.jpg


Build an army of course. Head the army back towards the core to load up. (41-8)

IBT – Our elite* knight is killed by a English cav. Lose a legion at Augustdorum.

6. 1505 AD – Lose an elite knight to a redlined Bab rifle. Lose a legion to the Bab cav at Augustdorum, then kill him. Bump science up to get chemistry in 4.
(42-10)

IBT – The attacks turn into retreats.

7. 1510 AD – The Red Machine retreats an English cav. Defender of Rome kills an English cav. Use a legion to kill a English cav on a mountain. Blue Bolts kill a Bab rifle. Knight kills Bab cav. (46-10)
Science back 10%, chem in 3.

After Action – You will find catapults and units fortified all over the place. Look for them. We have two sets of Japanese units ready to be dropped off and one set of Yanks for the backyard next IBT.

We have a settler due next turn. Keep building settlers. Try and plant a city on the white and yellow dots. The one NNW of the Gate should be priority one. It will be a jumping off point for Sevastopol. Curia will be a good point to launch on Rheims.

Save: http://gotm.civfanatics.net/saves/sgotm3/bugsy_SG003_AD1510_01.SAV
 
Good job Bugsy! It's getting to the point where are true units are armies... we may need to stack them together to get cities razed.

Are we going to be able to "break-out" anytime soon? I'm feeling pretty... set in our ways... at the moment.:p I don't think this game will change by the time I get it. Sucks having the best UU defender with your closest neighbor.:(

Denyd
G-man
Alerum
Bede
R & L
Bugs

Denyd, think you can implement that battle plan you suggested a few turns ago?

BTW- Where are the workers?!
 
I think once we get cavs we can start breaking out. For right now I'd just keep inching the front forward. Stick a settler, some cats, and some units under an army and plant a new city.

The AI are now bypassing the Gate and trying to head inland. Keep some units back in reserve.

The workers are over by Arretium working on a road under an army.
 
nice play bugs! slow and mean. looks like we're close to cannons so that should make things a little more fun. cannon + knights can play hell with an early IA civ, not sure how it'll do against 10 of them :lol:

the ai has been trying to bypass the gate for a while, probably more so now that we're clogging up the NE. the white dot NNE of the gate should definitely be a priority as that seemed to be a popular rest area during my turns (there and the tile to the SW).

good luck denyd!
 
Here's a thought from studying the sitrep screen shot: Joanie doesn't have many East Coast cities. If we can raze Rheims, we can expand up the East Coast and have a jumping off point for Paris.
 
Sir Bugsy said:
Here's a thought from studying the sitrep screen shot: Joanie doesn't have many East Coast cities. If we can raze Rheims, we can expand up the East Coast and have a jumping off point for Paris.
i was kind of thinking the same. there's also a lot of flat land there that will allow for nice kill zones if we settle NE or SE of Rheims' current site.
 
Have a city every two tiles will create a nice kill zone. Almost have a SirPleb style gauntlet.
 
Nice job, Bugsy! :thumbsup:
You did some of the things I wanted to, but couldn't seem to get done.

You didn't mention it specifically, but I'm guessing that the unloaded army I left in the backfield became the 4th Knight Army?
 
Ok, looks like it's my turn again. I'll take a look at it tonight and try to get 5 done by the end of tomorrow.

I have to agree with Bugys about this being a very intense game.
 
RowAndLive said:
You didn't mention it specifically, but I'm guessing that the unloaded army I left in the backfield became the 4th Knight Army?
Yes, may they rest in peace. Our glorious war dead. BTW, let's follow Patton's rule and make the other dumb SOB become the glorious war dead.
 
My monitor decided it was time to be retired last night and I won't be able to get a replacement until Saturday, so I'll need a skip/swap until Sunday. Sorry for the inconvience. I'll try to take a look at the map today (w/CRPrings, no game at work) and offer some suggestions.
 
OK, let's do this, we'll slide you two slots. Hopefully that will work out for you.

G-Man - Up
Alerum - On deck
Denyd
Bede
R&L
Bugs
 
That would be great, thanks.

I'll have to remember you were so kind when I write up the COTM4 spoiler. That's about all I can do until the weekend. I'll be shaking with Civ withdrawals by then. I reached about 1000 AD on Monday with the game (not quite qualified for what will be spoiler 2), so I'll be limited to writing up those results until Saturday.
 
Preflight check: Go thru all the cities for sanity checks. Fire as many scientists as possible, putting the Citizens back to work if feasible or making them taxman, verifying each time I don’t cost us a turn in research.

Trevari is very precarious. 1 Legion defending and a healthy Cossack in range. Move the Legion in Byz up to the N so it can help out this the defenses. At least I’ll get 2 shots at the Cossack if he takes the town.

Use a cat to take a hp off a Frigate near Ravenna

Hurry walls in the NE cities (Curia, Neapolis, and Lauriacum for 72g total)

5th Knight army seems to be headed for the rear to load up. I may keep them back there as a rear guard for landings.

IBT: Russian Cossack kills Legion @ Augustadorum but is redlined; English cav kills Legion near the Gate; redlined French cav kills a pike @ Lauriacum, retreat a vet cav @ Neapolis 0-3
Qty (6) American cav’s show up to the NW Mountains of Tarentum

T1: 1515AD Redline a Cossack with cats near Curia, then use the 1st knight army to flawless kill a redlined French cav (11/17) and turn around to take care of the redlined Cossack (6/17). 2-3
Redline a French Cav outside Lauriacum with cats.
Kill the redlined Cossack between Lauriacum and Augustadorum 3-3
North-Center
@The Gate: Cats go 4 for 13 on 2 English cav. Death in the South Army kills 1 (15/17); Use The Red Machine to attack a 4/4 English cav on a hill near Antium since I don’t have any more cats that could get there without being captured next turn and it retreats the cav (11/19). I really want Defender of Rome to heal but I also want to kill the 2 redlined cav so I attack with it and kill both flawlessly (11/18) 6-3
@Terentum: Cats go 3 for 5 on a vet English rifle but I must hold off killing it (see below)
Rotate a legion up to Tarentum since it will be hammered next turn via 6 American cav and 1 Babylonian cav. Rotate Veii Settler up towards the Gate.
NW
Bombard French Rifle (1/3) near Arrentum; Road on hill is finished so Legion army moves back to town and knight army moves NWN to cover workers.
Center
Cats go 1 for 3 on the 2 Jap Cav’s; Knight redlines Jap cav but dies; another Knight kills a ¾ Cav (2/4); elite knight kills redlined Jap cav 8-4

sgotm3-bugs-1515AD-frontline.jpg


IBT: 5 babylonian cav’s show up; American cav’s ignore Tarentum but instead kill the Legion protecting our 2 workers;
New road NW of Arrentum is removed via Ironclad bombardment. 8-5

Go get something to eat as this is getting extremely hairy.

sgotm3-1520AD.jpg
 
T2: 1520AD Notice that someone abandoned the temple @ The Gate when it has 94/100 culture. Couldn’t we have waited 3 more turns? :lol:
In the NE
Knight Army returns to Curia to heal.
Vet Legion kills redlined French cav N of Lauriacum. 9-7
North-Center
Cats of Tarentum go 11 for 20, wounding all but 1 cav next to it (hoping for retreats but not likely :( )
Red Machine retreats 1 Babylonian cav on iron but is badly damaged (6/19) 10-7
Blue Bolts kill 1 American cav and 1 Babylonian cav 12-7
Elite Knight kills American cav (2/5) 13-7
Defender of Rome kills an American cav but loses 4hp(7/17) 14-7
Elite Knight is redlined but kills 4/5 American cav near Teurnia 15-7
Rotate elite Pike and Legion N to cover Teurnia and Caesarea
Arrentium cats go 3 for 7 on vet American rifle

Center, near Pompeii
Cats go 1 for 3 on the Jap Cav’s; Knight dies to cav without scratching it; elite knight redlines but kills vet cav; 5th Knight Army kills the cav. 17-8

IBT: Lose an elite knight and an elite Legion. Lose the Red Machine after it retreats 1 American cav 17-11

Chemistry -> metal (13T @ -1gpt)

T3: 1525AD
In the NE
In Curia, cats go 5 for 9, redlining a French cav and a Babylonian rifle.
In Neapolis, cats go 3 for 5, redlining a Cossack
Army’s need to heal this turn since there are at least 2 Cossacks within strike range so no kills up there.
North Center
At The Gate, cats go 3 for 3 on a Cossack
Switch to Tarentum to see if the PRNG still goes my way and it does as I go 3 for 3 and redline a Bab cav.
Switch to Arretium’s cats and go 3 for 6 on a Bab cav there. Then use Caesare’s Army to kill it 18-11
Defender’s of Rome kill a Bab cav, then jump into Tarentum to heal.(6/18) 19-11
Blue Bolts kill an American Cav 20-11
Knight kills a 2/4 cav 21-11
Cats at The Gate redline a German swordsman
Hurry walls in Teurnia

Defenses are getting thin so the core is going to build some bodies quickly, then go back to knights.

Center
Bombard Jap ships as they leave the bay. No landings so units rest


IBT: retreat 1 Babylonian cav and 1 Cossack, Kill 1 Cossack and 1 French Cav 23-11

T4: 1530AD
In the NE
At Curia, cats go 3 for 6 and redline a Babylonian rifle, 1st Knight army kills it flawlessly 24-11
Center-North
The situation in Tarentum and The Gate is practically unbearable. Every move will result in something bad happening to us and the Blue Bolts are starting to get beaten-up.
Bombard like crazy around Tarentum, going 5 for 6 and redlining a French cav and a Babylonian rifle.
Elite knight kills the redlined French cav. 25-11
Move Death in the South out of The Gate with cats and bombard 3 Babylonian cav’s on the hill between Gate and Tarentum, going 5 for 12 but redlining 2 of the 3 cavs, leaving a 2/4 cav for the Army to attack but it retreats. The Gate can be hit by 1 cav so I move a second legion up from Antium.
At Arretium, cats go 0 for 9 against a rifle in the mountain to it’s N.
Rotate troops up to cover Caesarea as it’s under threat by 3 cav’s next turn.
Blue bolts kill a redlined Cossack that was on Tarentum’s game forest (11/18) 26-11

In the NE
Decide to leader fish with an elite legionary on one of those pesky Cossacks. Kill it but no leader 27-11.

In the Center
Cat go 3 for 3 on a Jap frigate, exposing the galley but we don’t have a galley around to jump it.
Cats go 1 for 2 on an American Ironclad.
Set troops up to handle the next landing.

IBT: American cav’s run past our cities to their favorite hill between the Gate and Tarentum. Their galley drops off 1 spear :D
England runs 3 toward to the iron hill as well.
Retreat 1 Babylonian cav @ The Gate
Kill 1 English cav @ Caesareum
Kill 1 French LB @ Neapolis 28-11

T5: 1535AD Treasury is running low so I turn off research for 1T.
In the NE
At Curia, cats go 3 for 5, redlining a Babylonian rifle. I will let this one retreat as there are 3 Cossacks in striking range right now.
At Lauriacum, cats go 2 for 5 vs a German knight on a mountain.
North-Center
At Tarentum, cats go 9 for 19, redlining all 3 English cav’s on our iron hill.
Cats then go 1 for 3 vs Babylonian cav N of town.
Near the gate, cats go 4 for 9 on 2 American cavs, redlining both (they were injured by the Army’s in Tarentum); Death in the South kills one of them, while a knight kills the second 30-11
Use the 4/5 knight in Tarentum to kill a redlined English cav on the hill, and another knight to kill a second one 32-11
Use Caesare’s Army to kill a ¾ Babylonian cav N of Tarentum 33-11

Center
Bombard and redline a Jap galley, take 2hp off a Greek galley
Cats go 2 for 3 vs American spear and kill it with an elite knight 34-11

Now that the frontline is a little more stabilized, I take a break for tonight :)

sgotm3-bugs-1535AD.jpg



Zoomed into the real action :) I have a settler at The Gate and can probably run him up in 2T or so.

sgotm3-bugs-1535AD-1.jpg


kill zones for the idiots going into our bay (note the cats on either side of the inlet. once troop carriers are damaged, they "freeze" till thier escort comes to get them. There is currently a Babylonian galleon frozen S of Eburacum)

sgotm3-bugs-1535AD-2.jpg


suggestions, comments, anything welcome. I'll get back to this tomorrow so we have a little time to stratigize.
 
Cats are saving our skin right now. Getting that settler NNW of the Gate will be a major move. With some cats there we can start hitting the AI units much earlier. Sort of turning into SirPleb's gauntlet.
 
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