SGOTM8 - Durkz

Just a quick thought: if at any point Rome wants to talk peace and will give Tarentum, jump on it. If you can't get Tarentum by any military means, it might be prudent not to jump their capitol there.
 
I'm hoping to get Tarentum in a peace deal, too. That would be easiest. Bombing him won't do any good. He'll be there until his road and mine are finished probably. Maybe if we research mind control and then take over some berserks and send them down there on a ship, built by the Vikings of course since we can't build them.

I've done all the absolute necessary rushing and from now on cashflow will pretty much just be for rushing units. Should I begin research again jsut in case? We might have to nuke the place, although I've never used nukes so I don't know what they do exactly in the game.
 
WarDance said:
I've done all the absolute necessary rushing and from now on cashflow will pretty much just be for rushing units. Should I begin research again jsut in case? We might have to nuke the place, although I've never used nukes so I don't know what they do exactly in the game.
I would actually be more inclined to go for Espionage than for nukes. As long as we don't push the Roman capitol to Tarentum, it should be possible (easy even?) to make Tarentum flip with some propaganda.

Research to Espionage, prebuild for Intelligence Agency?
 
Can a paratrooper land in an empty city? Then how about research rocketry, build some cruise missiles, chopper them over to Hako and drop on Tarentum after some bomb runs?
Cruise missiles are deadly I believe
 
Just some more thoughts:

If Rome is still a democracy then propaganda won't work, right?

They didn't want to give up Tarentum last time, no reason why they would do it now.

Cruise missiles are deadly and can be loaded in choppers as per Alan's initial post.

Rocketry should take about 6 turns, we can prebuild some 5-6 missiles, load them on two choppers (can missiles be moved on rail?), rebase to hako, and fire the same turn. Of course we should have our bomber fleet based at Hako and pound away at the defenses of Tarentum before launching the missiles. We also need a paratrooper at Hako. The range of missiles is 4, so we need rails from Hako to the coast. If missiles cannot move outside cities, then we'll need a city near Tarentum.

I have not used cruise missiles (except maybe once years ago), so this is all based on guesses about how they work.

We can still win this, but we need to be careful and not squander turns on solutions that will not work - I'm definitely not saying that mine will, I don't know enough about the late game mechanics.
 
You're probably right. I had forgotten about propaganda not working on Democratic civs.

Rocketry then. I don't think paratroopers can land in empty cities any more than non-marines can unload into empty cities. But surely a deadly missile could kill the worker, allowing us to land on the mountain?
 
Good point about espionage not working against a democracy. I've spent one turn researching espionage so that's an extra turn. I just declared on the Vikings and an elite tank has generated a leader :D This was in my assault against Malmo just north of Romanum. What should I do with him?

Is rocketry all we need for cruise missles? oooh that's all we need for F-15's too, right?! F-15's have lethal bombard in this one. Wonder what the cost is compared to cruise missles. Sounds like they would be more useful anyway because they could rebase at Hako and reach Tarentum from there. I'll be going to work in a little while (short shift) and will finish tonight.
 
I just checked the save and Rome is still in Democracy.

F-15's have a cost of 100 shields. They are supposed to have lethal bombard in this game but does that include attacks against workers?

By the way, Japan is gone and there are currently only 18 enemy towns left.
 
You cannot kill workers or other noncombat units AFAIK. You can kill units stationed in cities. I'll see if I can run some tests now, be back in 1-2 hrs.
 
I'm headed off to work now. Should be home and ready to finish my turns at 10:30CST so let me know what you find out and if anyone else has suggestions chime on in.
 
Result of the tests I did:

- Para's cannot drop onto a worker or into a city. This means para's will not help to take Tarentum while that worker is there, and are not needed once the worker is not there. Btw, para's also need to drop from airports, and may not have moved that turn (except along rail or by chopper).
- A tactical nuke will kill workers within 1 tile of its target square, and will kill all or most defenders. It can be loaded onto a chopper, per AlanH. It has a range of 6 in the standard game, so prebuilding nuke on mainland, then rebasing to Hako with chopper should get it launched the same turn.

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Possible strats:
1. Get Tarentum in peace. Not very likely.
2. Push Rome out of Democracy, research Espionage, flip the city with propaganda. I think the first will be hard, they don't have enough units or cities to get a lot of WW. I have never tried propaganda, so don't know really.
3. Push Roman capital to Tarentum (by taking all other cities), make peace and gift them a load of workers to get this job finished. We can always redeclare once mountain is empty, we should keep 2 choppers ready in Hako - one to spot the landing square each turn, and one to drop infantry if possible. How many worker turns does Rome need? Democracy, no ReplParts, means 150% speed? Does that also count for slaves? If so, then 12 slaveturns for road, 24 for mine, so we'll want to gift 24 workers. Someone who knows this better please check.
4. Wait for Rome to finish the worker job on their own. Might take a while.
5. Research rocketry, fission and space to get nukes. Prebuild for Manhattan. Drop nuke on Tarentum, follow up with chopper dropping infantry on mountain.

My vote would be for 3, and 5 as backup. please start prebuild for Manhattan on time, or save the leader for this. If we can manage option 3, then we will win. If we have to go to nukes, then it's going to be close.

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In the attachments are some PtW saves to play with, based on a game I found on these forums. Someone on this team might recognize this game ;).
In each there is a small army on the island you share with Persia. In the first two saves you can try some conventional warfare, in the last one there's some nukes. If you want to see the effect of nukes on workers, there are some in the SW of the island (you have an RoP).
 
Thanks for the research. Here's my plan then. Take all the Roman towns I can except for the capital. At this point they may give Tarentum for peace. Unlikely, but a possibility. I have begun research again just in case it comes to the worst case scenario. If they won't give Tarentum after we've taken all their cities then we can work on 3 and 5 at the same time. I don't think we have a chance at propaganda working.

Also, I think Xteam is finished. The last post is from a non-team member. Of course it could just be a lurker, but hey there's no lurkers commenting in our thread.
 
I'm not finished yet but....













We have Tarentum :D
 
You can't just say that and then not tell the rest of the story, dammit!! I want to know!! :cry: ;)

Regarding jb's post in the Xteam thread, I would consider that a safe sign that they've finished. But where are all the other congratulants?
But if we have Tarentum, it won't matter in any case, right? :D :crazyeye:
 
Just 1 or 2 turns left and we're done! Love that territory graph!http://gotm.civfanatics.net/saves/sgotm8/Durkz_SG008_AD1295_01.SAV

Turn log for 1275AD to 1295 AD:

Turn 0) 1275 AD: sell off a bunch of buildings. Treasury to 785 gold.
Rush airport in Vasteras. Airlift 1 tank to Romanum. Turn foreign citizens in corrupt towns to taxmen takes us to +574 gpt. Deploy workers standing around outside Cumae as scouts to watch for boats and barbies.

IBT: Japan drops off a cavalry and a samurai. Vikings want an MPP and we would pay 139gpt for it. You're kidding right? Archer attacks infantry at Plebos and actually takes 2 hits off of him before dying. What a great shot he was! Build a couple settlers, a bomber, and some infantry.

Turn 1) 1280 AD: Trade world maps with the viks. Spot barb camp near Cumae.

Ise is taken with no losses. Quite a few wounded units left over though. They will have to heal before the next attack.

Tanks move on Seleucia which is defended by a 5/5 MI army. How cute. Move more tanks towards Sapporo. Kill the interlopers on the mainland.

Argos taken with no losses and bombers doing no damage. Units badly wounded.

Delphi taken with no losses but units badly wounded. Grease is officially waxed.

Evacuate 2 wounded infantry via helicopter to Methoston to heal up. Load settler, worker and infantry on chopper and drop them on Hippo island. rebase 2 choppers to Delphi and Argos.

Warwick taken by one infantry. England is gone. Disband wounded infantry and rush an airport.

Lugdunum taken with some effort. 3 cav's retreat before it's all over, but no losses.

Airlift 5 cavs to Vasteras and 2 wounded tanks to Romanum. Bombers sent to Hako and Cumae. Bombing runs on Tientsin wound the MI defender. Treasury at 262 at +532gpt. Make a bunch of taxmen out of foreigners in corrupt towns taking income to 577gpt. Crush a barb camp with a tank for 25 coins.

IBT: Rome drops longbow by Cumae. Build a bunch of tanks and infantry, and an airport in Warwick. palace expands.

Turn 2) 1285 AD: Orlando founded by Hippo and Nicomedia. Disband worker and rush airport for 632 gold.

Seleucia taken with no losses.

Sapporo: taken with no losses. Ise is abandoned. Japan is down to 1 city.

Bomb Tarentum and spot a worker on the mountain! Bugger!

Move cavalry from Vasteras towards Vik town. Was going to use the mountain but there's a worker on it. Trade maps again. Barb camp by Lugdunum. Airdrop 3 infantry by Tientsin. Airlift 4 tanks to Warwick. Kill the Roman longbow. Send 1 more cav to Vasteras. 2 tanks to Romanum. Rebase chopper w/ 3 infantry to Hakodate. Bomb Tientsin again for fun. Switch to espionage in 4 turns. Memphis starts prebuild for Intelligence Agency. Drop 3 infantry at Kalmar. Chopper takes 2 infantry to Aureli.

IBT: 2 infantry and 1 airport built.

Turn 3) 1290 AD: Tientsin taken with no losses.

Suo taken with no losses and Japan is gone.

Trade maps and then declare on the Vikings. Goteborg: taken with no losses.

Hastings: lose 1 cav in taking the city.

Orebro: only have 2 units that can attack but I get bold. vet cav dies to regular spear. vet cav kills reg spear and Orebro is left with a 1/3 spear defending. No rush. We'll get it next turn.

Malmo: elite tank kills spear and we get a leader! Tank renamed "Wardance's ride".

Bomb Palmyra and then take it with tanks. No losses. Take Qitamaijog with lone tank.

Kalmar taken by infantry, no losses.

Lift 5 cav to Romanum. Decide to have a go at Jerusalem. vet cav kills reg rifle. vet cav dies to vet rifle who is now 4/5. Ok. We'll wait for that tank from Hakodate. Rebase chopper w/ 3 infantry to Aureli. Chopper w/ 2 infantry (wounded) rebase to Hako. Figure they'll have to wait for that wrker by Tarentum to move so they have time to heal there. Send empty chopper to Romanum to pick up Great Leader. Researching Fission at 11 turns :(.

Switch a bunch of cities to cavalry because they will complete much more quickly.

IBT: barb attacks spear at wool colony and dies. Build a bunch of cavalry and a couple tanks.

Turn 4) 1295 AD: Artaxata taken by lone infantry.

Nicopolis taken by 2 tanks. No losses.

Make peace with Rome for .... Tarentum!!!!! Oh, and world map. Almost forgot about that.

Snagarst taken with 3 tanks, no losses.

Orebro razed by elite cavalry.

Abandon Hastings and build Tacoma in its place. Have a momentary lapse of focus and do some dumb stuff with workers in the Vik lands when I should have had them roading to Motsoyama.

Jonkoping razed. No losses.

Airlift a whole bunch of units to Mycenae and Orlando. Abandon Qitamaijog.

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And that's it. Sorry about the lack of detail, but it's late here and I'm sure everyone is itching to see how things went. If anyone wants to know in depth blow by blow attacks and such I can post it another time. I'm ready for bed! I had great luck with the RNG. I think I lost only one unit, maybe 2. Lots of severely wounded units though that had to stop and heal. Especially the units that took Hastings and Orebro. They are healing up in Lutetia. Units in Orlando are ready to rock next turn. Sent some extra units to Mycenae to assist the healing units down in Lutetia. One more vik town should fall in the north next turn, as should Lund with infantry in the jungle there. The Roman capital should be easy pickings. That leaves just one vik town that is out of reach next turn. Units can get there on the next.

I stopped before really getting the save in order. I'm tired and it's getting late. Bombers can still be rebased, and of course we can turn research back off ;) So it looks like Methos gets to do the honors! :D
 
Wonderful! :goodjob:

Ok, looking at the save it indeed seems like 1 or 2 turns. Hippo-Nico should fall next turn just fine, as should Jerusalem, Caesarea, Lund and Falun. That leaves Matsuyama and DaveMcWorgborg.

For Matsuyama we have 2 cavs ready to strike already on this turn. Against a rifle that won't suffice without bomber support. Workers should finish the rails to Tacoma, then any cavs on the island could strike Matsuyama next turn. Tanks have no chance, we won't get a road fast enough. I would rebase the bombers from New Orleans to Tacoma, airlift some cavs to the island if there are any, and go after Matsuyama full force next turn. Keep building a road towards it in case we can't take it on the first turn, that means tanks get a chance to strike in 2 turns from now.

For DaveMcWorgborg, there's nothing we can do really. If there is only one defender we'll take it next turn with Wardance's ride. If there's more than one, we won't, since there are no other units anywhere that we could get within striking range. I would start with this, if it doesn't fall in 1 then there's no need to extend yourself at Matsuyama either.

We should declare on Rome right away and strike on Caesarea, just in case. We have three tanks, if there are three rifles defending that's a tight call. If we attack on this turn, we get three strikes immediately and any surviving tank gets another two strikes next turn.

I won't bother to post the calendar. Methos, you're up, and you'll finish this for us. If you can play today it would be great, it should take less than an hour since MMing doesn't really matter anymore. One or two turns doesn't really matters either, except I would feel good if my 15 turns prediction came true. :cool: :D
 
Hurrah! A round of :beer: for Wardance!

Can't look at the save right now, but it sounds like this one is in the bag!

:goodjob:
 
Looking at the save now, and man have things changed. Sorry I haven't been active the past couple days, CivIV calleth!

I'll definitely play this today; as early as possible. I just hope we don't finish off someone only to find there's one town still out there!?! I hate that.
 
Methos said:
I'll definitely play this today; as early as possible. I just hope we don't finish off someone only to find there's one town still out there!?! I hate that.

I haven't seen any boats cruising about in a while. Last one I saw was dropping military units far from Roman lands. Would take him a while to get back and pick up a settler. I'm keeping my fingers crossed though.

One suggestion: before finishing the current turn move the 3 tanks right next to Caesarea. They have one move left this turn and if they start right next to Caesarea they will be able to blitz if necessary. Caesar will tell you to get out on the interturn and just declare on him then. Rebase some of your bombers to Hakodate and some to Romanum and pound away at the start of the next turn. That really should do it.

EDIT: and how could I forget!?! Our great leader is sitting in Romanum. Might as well rush a tank with him in case we need it against the Roman capital.

Crush em, Methos!
 
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