SGOTM7 - Team Grumpy

Are you OK to play, Bugsy?
 
Second attempt to get the game. I was cut off last night when they shifted servers. I should have a partial up tonight at least.
 
There's no need at all to hurry. I just wanted to be sure you'd reached the got-it stage. :cool:
 
Pre-flight – 460 AD – Wake up our trebs at home and bombard two Zulu galleys to red. Wake up an elite horse in Delhi and kill an Indian spear. Switch Sinop to a galley. Change Calcutta to a settler. (1-0)

470 – An elite victory outside Lahore. (2-0)

IBT – Resistance ends in Delhi. Arabs invade Persia.

480 – Set up for simultaneous attacks on the two Indian cities. Kill a spear (3-0)

IBT – Lose a horse at Delhi to an ACav. (3-1)

490 - @ Bangalore – kill the two defending spears, one with an elite knight and…
Grumpy_-_Bangalore.JPG


@ Madras – retreat a knight, then our army flawlessly takes out the two defending spears and…
Grumpy_-_Madras.JPG

Hey! Where’d all the purple guys go! :D Indians are destroyed.
One down four to go, plus we won’t ever see a jumbo! (7-1)

IBT – Four Zulus are dropped off next to Istanbul.

500 – Killing off the four Zulus we have this happy occasion
Grumpy_-_Second_Leader.JPG

Of course we have a second army. That will be part of the Zulu campaign. Hook up ivory. Easily get most of our units out of India. (11-1)

510 – Position two settlers in India.

IBT – We sink a Zulu galley. (12-1)

520 – Found Zonguldak and Pink Dot. Remember the power of the pink dot.
pinkdot.gif
Since we now have the magical Pink Dot, I investigate the Zulus and find that they have no resources whatsoever. I launch our invasion a turn early.
Grumpy_-_Zulu_Invasion.JPG


IBT – Zulus run around like a bunch of chicken who’ve lost their heads, but not a single attack.

530 – Found Zulu Beachhead. Use our knight to attack Ulundi. We lose a knight and kill three defenders…
Grumpy_-_Ulundi.JPG

Collect two slaves. Bombard a Zulu galley. Lose a galley and then sink the galley. In hindsight that was dumb. We could use the invaders for leader fishing. (16-3)

IBT – Here comes a counter attack finally.
Grumpy_-_Zulu_Counter.JPG

This is why you can NEVER have enough artillery pieces playing AW.
 
540 - @ The Beachhead – Our trebs go 10 for 12 and we barely make a dent. Take out five Impi and lose a knight. We can bump up science and still stay positive. (21-4)

IBT – We take out seven Zulus, retreat several horses. Ankara riots cause I pulled a MDI out of there and didn’t check :wallbash:. :rolleyes: (28-4)

550 – Kill six invaders. (34-4)

After Action – Delhi needs a barracks so we can have vet ACavs. Please keep building trebs somewhere. Getting them across the water isn’t a problem. Our power has gone exponential.
Grumpy_-_Power_Graph.JPG


Fairly soon we should be able to roll over the Zulu. They are just about gassed. We must stay on the offensive. In a turn or two you can start marching north.

Save: http://gotm.civfanatics.net/saves/sgotm7/Grumpy_SG007_AD0550_01.SAV
 
Great round and a great visual report. :thumbsup:
 
Good work Bugsy :hammer:

Hopefully Meldor can put a sizable dent in the Zulu and Klarius complete it and start on the Arabians and Persia.

The Persia/Arabia invasion is where we will really need the trebs. They are invaluable for staggering the attacks by making some of them retreat (even better is red-line and kill them of course). Our 24 is probably enough for the invasion, If we have American/Viking threats we may need more though.

Whatever we do we should not be disbanding units, especially ones that are always useful such as trebs (24 trebs will even dent Infantry). It really depends on how large the Viking/American lands are. on how many we need. They will be worth the gpt however. We should keep track of what % land is visible after we can see the Persian/Arabian lands. I am guessing we will have about 50% of the land.

Bangalore is a bit of a problem - it is too far away and a the enemy could drop off units cutting off our ability to reinforce the city. I suggest moving one defender out onto the neck. Then the AI cannot land next to our city.

I would also consider a city between Bangalore/Delhi/Calcutta. We can always use more unit support.
 
Our next army should definitely go to Arabia, whether it's immediately possible to land it there or not.

Once we feel that Zululand's spices are secure, we should be able to cut the lux rate to 20% while making only minor adjustments to our cities.

We should continue to move units out of India--three knights, the elite musketman, and the trebs at least. If landings start coming there we can send some units back, but until that happens we shouldn't waste too much strength on holding an area not very accessible to the AI. We can get two knights moving towards the galley in Riza, and load two trebs onto the galley near Bombay, before hitting Enter.

By the same logic, I don't think we should let any walls complete in India until the Zulus do something to show us that we need them. I'd rather let our coastal cities work on the libraries they'll need for cultural expansions. To put that another way, we've obviously turned the corner in this game, as Bugsy has pointed out with his reference to the power graph, and we no longer need to make the safe play in every situation if it would cost us time.
 
For the Arabia landing we should try to find a nice seaside hill (or mountain) to land several muskets and a settler on to establish a beachhead. Once we are established we should have no problem, it's the IBT of the turn we land that could be a little trouble.

A second option is to drop muskets on a mountain on one side of the continent to draw all troops in that direction. Next turn drop units on a hill where you want to settle. You get a little extra time to found and rush walls while all the units that went toward the muskets turn around and go after the new city. The mountain muskets (if any survive) hop in a boat and escape.

Almost forgot. Nice turns NP and Bugs :goodjob:
 
550 AD (0)
Swap the wall builds to libraries. I agree that we need the culture more. Get some units moving in India so we can get them over to Zululand. We need some more muskets. Change the lone scientist to a taxman as it isn't doing us any good.
(I) Watch lots of Zulu units move towards us and lots of them run away.
Istanbul Knight->Knight
Calcutta Settler->Musketman
Antalya Settler->Settler

560 AD (1)
Elite Knight kills the Impi trying to cut the spices. When then pound the 3 units outside of Zulu Beachhead. The elite Musket kills the Impi. A 4HP elite Knight kills the first archer and a 3HP elite knight kills the last archer giving us a MGL. I immediately build our 3rd army. When then use 2 Vet Knights to kill an archer and Impi trying to get away. The army kills a warrior before moving back. (8-0)
Grumpy_560AD_1.JPG

(I) Only 2 Zulu units move into range of our forces.
Uskudar Musket->Musket
Salonika Galley->Rax

570 AD (2)
Bombard Impi and Archer and then the elite Musket and elite Knight take them out. Move the empty army and the Knight that generated it back to the mainland. Build a filler city in India. Chemistry drops to one trn so science is turned down. (10-0)
(I) We get Chemistry and start on Metalurgy.
Bursa Knight->Knight
Ankara Treb->Rax
 
Great. :D

How many muskets and knights do we have that could be allocated to provide cover for the army on the IBT before we can load the additional units?

We can land units on a mountain on turn 1. If enough units survive the IBT, we land the army on turn 2 and load the additional units. Landing a few muskets to take the initial defensive hits on the IBT along with extra knights to load into the army should lead to success. We only have to survive one turn of attacks. On turn 2 land and load the army with units landed on turn 1. Extra units can move back to the boats or remain under army cover. Pillage and map Arabia/Persia until we get a decent attack force together. I doubt there are any safe tiles left with no roads the AI can use to move and attack on the IBT, but we should look for this in case we get lucky.

Three knights in the new Arabia/Persia army to pillage and map the lands seems like a plan while we finish off the Zulu.

Let's get those spices on line. :goodjob:
 
We don't need no steenkin' african spices. ;)
We have home grown spices online since very early. :p
So that part of the land will also not help our happiness situation. :(
 
I pulled a musket or 2 from India and we have built a couple more. I think three should do. However, I don't see a mountian that we could land on. The most promising piece of land is a jungle spot and it is out of LOS so may not be there anymore. I will send a suicide galley to try and extend our map knowledge of Arabia. With the two of them at war we may be able to pull off an easier landing. I think we should be able to go on the offesive with the Zulu now as the army is healed.

We also got the message for the pentagon, so I will be swapping the capital to that at the start of the next turn (or I may let it finsih its Knight build first). That would also be a big help.
 
meldor said:
We also got the message for the pentagon, so I will be swapping the capital to that at the start of the next turn (or I may let it finsih its Knight build first). That would also be a big help.
I would rather have more knights currently instead of the pentagon.
4 knight armies are only a marginal improvement IMO.
More attackers to promote and get leader chances are always good :) .
 
klarius said:
I would rather have more knights currently instead of the pentagon.

I agree. We've got our opponents thoroughly outclassed now, and I don't think the difference between three- and four-unit armies will matter in this game.
 
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