SGOTM7 - Team Obormot

Sorry, guys, but I have to quit eary again. I cannot get my conquests disk to work. I was planning on trying to kill the Infantry wityh the MDI army. If we win, bonus! If we lose, we can make a Sipahi Army with the leader. Also, I agree that we should bring more attackers to Dehli next time, but the Zulus are bringing constant longbows, and with only one musket in Lahore, we could easily lose to a couple longbows. The knights were doing a good job fending off attacks.

I will let you know when I get my game back functioning. In the mean time I will hav to settle for GOTM 44.
 
I'll pick it up and play atleast the first couple turns, depending on how it goes, later today (8-12 hours). If anything significant occurs i'll let you all know before making any major decisions.
 
Finished.

Not to bad I think.

Picked up in middle of turn 1040. MDI army army defeats Inf. near Bursa, Knight army defeats Geurilla near Bursa, Leet Knight defeats Cav near Bursa. Knight kills Impi near lahore. End of Adjunctors turn.

IBT - Vikes land 2 Beserks and 1 pike near Antyla, Arabia lands Ansar and Long Bomber near Antyla. India lands long bow and war phant near lahore.

1050 - Defeat all landed units listed above plus one lingering pike near lahore. lose one sipahi in process.

1060 - Defeat 2 pikes and 1 longbow near lahore. Start 4 Sipahi across to lahore.

IBT - Persians land Cav near Mugla.

1070 - Defeat Cav land Sips in lahore.

IBT - Viking take Ankara with Beserk (Damn Beserks). also land pike.

1080 - Retake Ankara. Move Sips and knights under army within attacking distance of Delhi. Load 3 more sips to send to India.

IBT - Americans land 2 Inf. and 1 Guerilla, Persia lands 2 cavs, Scandanavia lands 2 crusaders and a pike, ALL near Ankara.

1090 - Defeat all BUT American Units in homeland, Bombarded the crap outa them (5 trebs) and they did not lose 1 point. Can't seem to lose the MDI Army, maybe time to disband as we have plenty of Sips in India to form an army with. Will have 2 sips ready next turn to counter. Capture Delhi without a single loss (did have one retreat). 5 pikes were guarding the city. Move all units into city along with 3 new Sips from previous turn. We can probably continue to move on we have 1 undamaged knight army, 2 elite knights, 3 undamaged Sips, and a 4 hp leet sip.

Good luck with the americans whoevers next. I dont think they can take any cities in the next turn, I moved units from around to fortify the surrounding city.
 
Looks good, we can now propably finish India off.
IMO next army should be shipped to America and pillage, otherwise we'll loose by UN. I don't think we should disband the MDI srmy, if we settle or capture more towns we can support another one.

Roster:

Markh
Obormot
Adjudicator
Xothermik - just played
Rat - up
DBear - on deck
Iroquois
 
got it, we are short of 1 city to form another army. I hope I can achieve that, but we better do not leave our units in Delhi, flip risk is up to 10%, too risky to lose all our units.

Pillaging army for America sounds good, but where are they? We still do not know anything about the world shape.
 
Pre-Turn
send a sipahi on mountain next to Delhi to spot the surrounding, see 2 elephants, but no town
load leader into galley so that we can form a 2-sipahi army soon on the mainland
do not attack american units, we can't afford that

IT American inf and guerilla attack musket, losing and promoting it, 3rd attack defeats musket but inf down to 1 hp
Zulu climg mountain outside Delhi blocking our path to next town
we get banking

1. 1100AD
defeat both units using knights
attack Bombay with army and 4 sipahi (one retreats, the rest defeats units) and we own it
think about it, I guess we better form the army in India to take them out and then come back
form army and fill it with 2 sipahi
have to try and clear more Zulu units next to delhi, lose 1 sipahi, at homeland sipahi promotes elite taking out
inf. upgrade 2 galleys to caravels

IT we lose another knight on defense in India, the American and Persian ships avoid our mainland and sail towards India
this is no good

2. 1110AD
kill 2 Zulu units in india, otherwise a very quiet turn, healing armies before advancing next turn
empty salonika to draw the AI towards there

IT Americans and Persian aren't impressed, continue journey towards India

3. 1120AD
pull 2 sipahi, 1 musket and 3 workers towards India
attack Calcutta, take out 2 pikes with knight army

IT lots of enemy movement, really scary
America still sailing, Vikings drop a zerk on our treb
Persia drops 1 and Arabs 2 Cavs next to Bombay

4. 1130AD
take out zerk, sipahi army defeats pike in Calcutta and the city is ours
our sipahis take out all 3 cavs next to Bombay
move sipahi army to Madras, want to take out India next turn
lose an elite knight against a 2hp impi

IT Americans sail away? Vikings drop one templar, Zulu drop 4 units next to Calcutta and India one elephant

5. 1140AD
sipahi army attacks Madras, takes out 2 pikes, is down to 3hp, but India is history :dance:
take out 4 Zulu and 1 Viking unit without loss

IT America drop 1 Cav next to Salonika, Persia drops 1 cav next to Salonika and 3 cavs next to madras :eek:

6. 1150AD
increase science and we get physics next turn
take out all 5 Cavs wihtout losses, plan to set sail to Zulu, since that's the only and we can spot

IT wow, what a horror turn. Americans drop 2 infantry next to madras, 5 infantry, 1 rifle and 2 guerilla next to
, Impis add 4 more units in our south. how are we going to deal with them?
we get physics, next is magnetism in 10

7. 1160AD
easy things first, found Urfa in former India
knight army takes out 1 inf near Madras, heroic sipahi goes down to 1 hp but takes out 2nd inf, India is clear of units
take care of those 4 Zulu units, now for the American stack
bomb and take off hp from inf, knight army takes out 2/5, elite sipahi takes out no3, do not dare tke use sword army

IT :dance: 2 guerilla and rilfe attack knight army in salonika, bring it to 4 hp but all die, the 2 wounded inf move on
Zulu drops another 4 units next to Madras and 2 units next to Salonika

8. 1170AD
lose a sipahi trying to take out Impi, what's with those impis
take out all Zulu units, bomb inf down to 1 hp, take out 1 with sword army, rest heals this turn leaving 1 inf
land 2 siphai amry + 1 extra sipahi in Zulu land

IT Vikings attack sipahi in Salonika, but lose. Persia drop a Cav in our homeland
Zulu drop 3 more units next to Madras, we have to stop them soon.

9. 1180AD
promote sipahi to elite taking out that Persian Cav, kill that last American infantry
take out Zulu units near madras
since last IT Zulu units went into Intombe, not going to attack this turn risking the army
load 2 new sipahi to be dropped in Zululand for attacks

IT Vikings take Salonika, that was left empty to bait the AI, golden age ends and Istnabul riots, scroll forward to avoid
worse. Edrine is upset by propaganda

10. 1190AD
need to reduce science and we can only get magnetism in 15
take back Salonika

IT play a turn more to even things out, no landings this turn, America starts ToE :eek:

11. 1200AD
magnetism drops to 13, 2 sipahi start to attack Intombe and army takes it out.
Recommend to raze towns rather then keep them, since there are a lot of units running about
we have a settler in place in India

we have 19 cities, far more than anyone else and next turns we have 20, enough for another army
many elite wins didn't give me any MGL.

ober1200.jpg
 
Great job, Rat!

As we take out more AIs (especially the Zulu), the fewer units we will have to deal with will be a big help. After the Zulu are gone, we should be able to push a much better offensive against whoever we attack next.

DBear's up.

EDIT: Which direction are American ships coming from? There appears to be a sea crossing West of Kafa.
 
yes, you are right, but as soon as I sent out one caravel, it was sunk by american ships. We need to send a few frigattes and galleon, but if we are unlucky, America will have bombers by then and then it will turn very nasty.
 
I have also seen Americans directly South of our Island. I bet their island is SW of us.
 
:goodjob: great work!
I think that now we can take our other neighbors out quite easily, but the americans are a big problem. I'm also afraid that they share their island with vikings and that means that taking vikings out will also be difficult and there will be no way to avoid UN loss.
 
by the way something is brokne in those games. We have a lux in India and 2 at home and though we have harbors, we can't get them shared so still need to run 30% lux. How come it's broken?
 
ThERat said:
by the way something is brokne in those games. We have a lux in India and 2 at home and though we have harbors, we can't get them shared so still need to run 30% lux. How come it's broken?
Looking at the screenshot of 1200 AD I can't see a harbour on your home island. Where should it be?
 
According to the picture you attached I think we have no harbor on our main land.

edit : Thanks Alanh, crossposted
 
I'm back, got the save, will look at later.
 
oh NO!!!! too stupid, dbear, please change Istanbul to a harbor first to connect ivory to homeland, we need it to reduce lux tax.

Sorry team for such an oversight.
 
OK, looked at the save. Looks good.

Iznik already has lots of shields, and switching from musket will get the harbor in 2, while Istanbul will take 3. I see a couple places in old India are building settlers, presumably for Zulu settlement. Planning to get some other units over to help with the invasion.
 
0) 1200: Switch Iznik to harbor. Move units around. Get units out of cities prone to flipping. Load caravel with units for invasion. Bombay switched from settler to worker.

1) 1210: Workers repair land near Sinope, Americans come back and crater it again. Our military plans have been stolen. America lands a guerilla and Persia a cav between Ankara and Salonika. Bingol built. Bombay worker-->court. New worker starts mining near Calcutta. Growth is not a problem, production is. Cannons redline guerilla. Leet sipahi makes clean kill vs. guerilla, no leader. Knight takes out cav.

2) 1220: Edrine sipahi-->market. Iznik harbor-->sipahi. Propaganda vs. Bursa. Vikings land a mace and a templar. Zulus come out agressively, we kill off 2 longbows and an impi, they redline sipahi. The RNG hates me. Lose a knight killing off wounded crusader, caravel can't take out a galley.

3) 1230: Antalya starts cannon. Denizli starts musket. Arabs land 2 cav and a musket which are neutralized. Bingol is roaded now, changed to musket.

4) 1240: American bombardment fails this time. Bursa market-->musket. Plans stolen again. Americans land 4 guerillas and 4 infantry. Arabs land a cav. Zulus land 2 impi and 2 longbows outside Lahore.

5) 1250: Lahore settler-->musket. Salonika holds in bloody fighting. We lose the knight army (was at 9/14) and a musket, but we take out 2 guerillas and 3 infantry. Lahore settler-->musket. Mugla cannon-->cannon. Iznik switched to caravel. Artillery redline Americans, sipahi kill them but no promos.
 
Our military plans have been stolen.
Heh, I love when the AI steals our plans. It doesn't help them at all. :)

Got it. I should have it up by tomorrow, but we've played the most turns out of any team, so there's no rush.
 
Pre-turn – Lower Sci to 20%, Mag still due in 2. I’m guessing the settler in Lahore is for resettling Zulu lands.

IBT – Some bombardment of our coasts, but only one Persian cav lands. Shaka moves about 5 units out of Zimbabwe…
Bursa’s citizens are upset by a propaganda mission.

1255 (1) – Bombard the cav and kill it with an Eltie sip, but no leader.
Kill a pike, 2 Impis, and a longbow to capture Zimbabwe…the impis did more damage than the pike…
Sell the bank and market in Zimbabwe then raze it.

IBT – America drops off 2 guerillas and 2 infantry by Iznik…Zulu land 2 impis and 2 longbows by Madras.

1260 (2) – Istanbul Sipahi->sipahi. Sinop aque->caravel. Izmit musket->sip.

Bombarding does 2 damage per infantry, but we’ve still got 2 full health guerillas to deal with. 2 sips retreat, dealing 1 damage to each guerilla. The sip from Istanbul takes out an inf losing 2 hp. Another elite sip retreats, doing nothing to the other inf. The sword/MDI army takes 7 damage (half of total) killing the inf. 2 ¾ guerillas left. The army takes 3 more damage to kill one. 1 4/5 sip left. He takes 2 damage but wins.
Man, I hope no more units land next turn, because there’s basically no full health sips or armies left on the mainland.

Now for the Zulu units. Bombard with 2 cannons, one misses. Kill an impi and take one damage from bombardment. Ditto for the other impi and a longbow. An elite sip takes 2 damage killing the last longbow, but no leader.

Kill a longbow on the Zulu continent, then head south to Ulundi.

Mag due next turn.

IBT – Zulu drop off 2 Impi, a longbow, and a MDI by Madras again, but thankfully no landings on the mainland.
Mag ->ToG @ 40%, +10 gpt, due in 14 turns.
Calcutta riots…sorry.

1265 (3) – Bursa musket->sip.
Capture Ulundi and sell the improvements to get around 50 gold (it had a lot of improvements). I think I pushed the Sip Army too hard, though. It’s down to 4/13 health. I rush the galleon in Sinop so I can transport it back to the mainland to heal. Move it to the mountain for now for defense. I don’t think any Zulu units are in the area anyway—we’re on a peninsula, and they all fled north.
Drop off a musket/settler pair on Zululand

Kill the 4 Zulu units by Madras. Take a total of 2 damage, and get another Elite sipahi (at full health, too).

IBT – Arabia drops a pike and an MDI by Madras. Calcutta stops rioting.
Edrine’s citizens are upset by a propaganda mission.

1270 (4) – Sinop galleon->settler. Antalya cannon->musket.
Pick up the army and unload it in Sinop, then move back and get the other two sips and drop them off too.
Upgrade a treb and a caravel for 30 gold each. The Knight army can now be transported to the Zulu continent if we want.
Kill the 2 Arabian units, but no leader or promo.

IBT – 4 infantry are dropped off by Madras…yes, 4.
A Zulu longbow appears by the musket/settler pair. There may be more behind it.

1275 (5) – Iznik galleon->aque.
I’ll let the next person decide where to settle. We should send at least a musket over to protect the settler this turn. The galleon can reach the pair where they are, or we could move to a different spot.

I also will leave the 4 infantry by Madras to the next player (sorry :blush:). There are just 2 cannons, 6 sipahi, and the Knight army to deal with them.

I left 3 galleons and the musket/settler pair unmoved, as well as the units by Madras.
 
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