SGOTM3 Rome - Team microbe

Glad to see you back microbe, I hope you had some nice R&R. I regret to inform you guys that I need to request a skip this time around. My power supply is out, and I'm actually at my local library's public access terminal at the moment. I can get a new power supply in a week, but it's better to be skipped than swapped for timing's sake. I'll be available every once in a while to keep you posted. Sorry... :cry:
 
preturn: I want to raise sci to 50 to get Navigation in 7 turns, but we need some cash for rushing units I think, as we are really thin on units. Many towns are empty just like last time.

IBT: musket fends off knights. Aztec cav comes out of Tepetlaoxtoc, kills our elite longbow and autorazes Longdinium. cav attack Brundisium and kill our elite knight and a musket, leaving only a leg there, and we kill one cav. Our cav is also killed by a rifle. Two muskets move to undefended Gonzomonium.

[2-4]

(1)1405AD: Leg kills a longbow and promotes. Kill two cavs. [5-4]

Gonzomonium will be lost too, as it's undefended and that cav can reach this town next turn.

Rush a cav in Luteria by 200g and our treasury goes zero.

IBT Gonzomonium is lost.

(2)1410AD: kill 3 injured cossacks. [8-4] Kill redlined rifle. [9-4]

Finally pillaged English horses.

Injured army kills cav. Muffin kills redlined cav. [11-4]

IBT we lost a cav and Muffin. [11-6]

(3)1415AD: Gonzomonium has a rifle. Cav kills it. [12-6] Knight army kills 2hp cav. [13-6] Elite cav kills cav. [14-6] Legion kills cav and we capture back Gonzomonium. [15-6] Elite leg kills redlined musket. [16-6] Cav army kills vet rifle. [17-6]

Rush a musket.

IBT our knight army is killed. My mistake - I shouldn't have risked the army to let it in the open. We kill two cavs. [19-10]

(4)1420AD: kill a landed cav. [20-10] elite cav kills cav. [21-10] vet cav kills cav and promotes. [22-10] Elite cav kills another cav. [23-10] Kill a musket. [24-10]

IBT lots of English cavs show up - it's importing from someone else. Gotta pillage all the road around capital.

(5)1425AD: longbow kills rifle. [25-10] Elite cav kills cav. [26-10] Elite cav kills cossack. [27-10]

IBT we kill 3 rifles but lose a leg. [30-11]

(6)1430AD: Kill 3 cavs. [33-11] Kill musket and disband 2 workers. [34-11] Longbow kills a rifle. [35-11] Cav army kills cav and elite cav kills rifle. [37-11]

IBT 6 units die on us but we lose an elite musket. [43-12]

(7)1435AD: Kill 2hp cav. [44-12] Bombard and kill a cav and we get a leader. It forms an army naturally. [45-12] Kill a knight. [46-12] Kill another 3 cavs. [49-12] Kill a spear. [50-12]

IBT we kill a cav. [51-12] Aztecs drop two cavs at Neocaledonium.

(8)1440AD: Lose one cav but we kill the two Aztec cavs. [53-13] We get another leader by killing a knight. [54-13] It forms another army and I leave it empty for now.

Longbow kills longbow. [55-13] Cav kills rifle and disbands 2 workers. [56-13] Kill pike and disband 2 workers. [57-13]

IBT Germany starts Universal Suffrage.

(9)1445AD: Kill rifle in Tepetlaoxtoc, another inside. Cav kills cossack. [59-13]

IBT we kill a longbow and a cossack. [61-13] Aztecs start Universal Suffrage. England lands cav at Neocaledonium again.

(10)1450AD: Isolate Longdon so England no longer has horses.

Kill the landing cav. [62-13]

We found Eburacum.

Longbow kills 1hp rifle. [63-13] Cav army kills knight. [64-13] Cav kills reg rifle and we raze Tepetlaoxtoc. [65-13] Eventually a mediocre 5:1 kill ratio after an extremely hectic start.

Navigation will complete next turn.

Our infra is pathetic. We lack even libraries. But with the constant cav stream, we have to build units first.

Notes:

1. Neocaledonium: Try to take out Brighton. We have a 3-cav army and a couple of cavs nearby, but it may not be enough. Better use the cannon stack next to Neocaledonium, but we are short of musketmen and there are constantly English cavs coming from the north (just now you can see 1 rifle and 3 cav NE to the army. So that's the direction but might need some time to gather the forces. There is also a stack of workers beside the cannon stack.

2. Cumae: the army is protecting 3 workers to road the tile next turn. When we get a chance we should also fortify a musket on the hill west to our injured longbow (which might be killed next turn).

3. I fortified some muskets on the roaded mountains. Better replace them with legions (that's why I've still been building them). We need to block those rifles coming from the north.

4. a cav and 2 longbow are next to the German town. Probably not enough as AI usually puts two rifles there.

5. The pillaging army should keep doing it around London to make sure it won't be able to build cavs. During my turns England sent the most units to us. We have to stop it.

6. Empty army in Neopolis. No enough cavs to fill yet. With more armies we can eventually go offense on England.

7. We should switch some towns to settlers.

Good luck!
 
SGOTM3-1450AD.jpg
 
Glad to see we're still in this one. When Navigation comes in we should build a few explorers for pillaging purposes. An explorer could move 2 tiles, pillage, and then move 2 more tiles to get back under an army. With 4-6 explorers and an army, we could pillage at speed. There's a War Academy article that describes this strat.
 
Nice job microbe. BTW, my power supply should come in this coming Tuesday.

An explorer could move 2 tiles, pillage, and then move 2 more tiles to get back under an army.

I don't think the explorer can move 2 more tiles AFTER he moved 2 tiles and pillaged. This is why. The explorer is capable of treating all terrain as roads, and in enemy territory and non roaded terrain, this is 6 tiles worth of movement (or 6/3 is another way to look at it). Each point of movement takes a 1/3 away, and the pilage action takes away 3 1/3 points. So ideally, the explorer would move 2 in a general forward direction (2/3), pillage (3/3), and move back under the cover of the army (1/3) that just moved one tile in the forward direction. This equals the 6/3 or 2/2 movement. And for my personal taste, I use a defensive/1 movt army. Cheaper to make, and speed not required. So this will eventually turn into a glorified horsie/legarmy combo we already got going, except if we put three explorers with this group, we can make have a pillaging range of 3 tiles instead instead of just 1 tile.

That was a bit longwinded don't ya'll think? :lol: BTW, stay dry and safe scoutsout.
 
I regret to inform everyone that due to my breakup I won't be able to play anymore until I can get an internet connection where I will be moving to. Sorry all, I'll miss this.
 
I had server problems and can finally access to the net again. I can take it if scout's busy, but I can't play until tomorrow at the earliest.
 
@Goz: I think you're up anyway... I think you were between me and 'slinger... go ahead and pick it up. It'll be at least another day before I get my "game face" on again....

Hurricanes are a helluva time to find a leak in one's roof...
 
Alrighty guys, my comp is up and running again. [dance] Sorry to see slinger drop, let's hope it's only temporary. goz, just take your time as that will give scout a chance to do what he needs to do. And speaking of RL, I didn't expect the game to last this long, but Oct3rd, I'll be heading to Malawi where I'll be teaching for the Peace Corps for 2 years, so if the game doesn't end by then, I have to be excused. But we still have some time till that day, so play on!
 
1455AD - We learn Navigation -> Banking

Kill 3 english cavs and a french musket with settler.
Kill cossack. Kill russian rifle with settler.
Kill rifle and spear in Dortmund and raze the city.

1460AD - IT - Lose legion, kill english cav.

Kill 2 english LB's.
Kill 2 german rifles and american LB.
Kill french musketeer.
Kill german knight.

1465AD - Kill 3 cossacks and an english cav on defense.

Kill french cav, get a leader, build army.
Kill american knight and Babs cav.

1470AD - Kill english cav

1475AD - Kill cossack on defense.

Kill 3 cossacks and 2 babs cavs.
Kill english rifle
Kill english cav, lose cav.
Kill french cav.

1480AD - Kill english cav
kill french cav

1485AD - Lose cav

kill french cav
kill german rifle with settler
kill 2 german rifles and a knight

6 cannons fail to take off more than one hp of a french rifle, isn't this a joy.

lose a LB, kill german knight

1490AD - Haha, England have got infantries :)

kill 2 german rifles, lose LB

1495AD - Lose legion

kill 2 cossacks
kill 2 french rifles
kill american knight
kill 2 aztec cavs

1500AD - Kill german rifle with settler
kill english rifle
kill american pike with settler
kill 2 cossacks
kill babs cav
kill babs musket with settler


This won't last long now, with the AI having infantries and soon tanks :)
 
Do we want to declare the game dead?

Let's see:
1. Barbslinger needs to recover from break-up
2. gozpel pops up every once a while, but most of the time buries himself under sand
3. scout is probably also under water
4. the game isn't fun as we'll probably lose :)

So who wants to continue?

I'm fine with whatever way, but I hate to let a game hanging around.
 
microbe said:
2. gozpel pops up every once a while, but most of the time buries himself under sand.

What a nice dumbass comment!

I played the last turns! Do you want me to play a double session?

Just ask me instead of insulting me.
 
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