SM1 - Sid challenge

I dont think that it will flip - persians capital is far away, and HE will give us 4 culture per turn.

About disbanding - we can support only one army per 4 cities. To build second army we should have 8 cities. So if we wouldn't get them, we must disband first army to build second.
Btw, disbanded army gives 100 shields. I'd suggest to not waste a leader for HE, just disband EW army to get half of requiered shields. In FoS (10 spt @ size 5-6) we can collect remaining shields just in 10 turns ;)
 
Of course they can always flip, but the chance of flipping is much lessened if we rush culture in them. And I was just speaking out of my hat there, we're neither at 8 cities nor do we have a 2nd leader just quite yet.
 
Pre-Turn: Make the army to defend SDC against the 8 invaders.

IT: 7 out of 8 attack, and we suffer a few bruises, scratches and next-morning type backpain.
Troops close in on both SoI and FoS

T1.[7-0]
Army down to 5/13, it heals.
Move an EW to defend FoS, take out the SoI spear.

IT: Archer suicides on the army. But wait a sec, can you spell "WTH" ?

SM1-5.jpg


Far-right is a settler pair. eArcher dispatched on the matter - we definitely can use slaves.

T2.[9-0]
SoI: EW > Archer (with a chop)

IT: another archer dies on the army. A spear reaches a road of ours.

T3.
Send an eArcher on the spear, it redlines, so I send a reg archer. Wins but doesn't promote.

Army has now healed and is sent south. SDC left with 4 EW 2 archers against 3 immortals + critters

IT: 0/2 def bombard, but EW's prevail and a critter promotes one of the vets to elite :rudolf:

T4.[16-1]

IT: more immos gather at our door, 2 galleys spotted, one on each side of the land.

T5.
Army reaches the door of Arbela. Pillage a wheat and find out that the immortal traffic comes from the SE. With that kind of info, they burn the road and head SE.

The settler that was going N has not reappeared so I conclude it's in the galley I saw E. 2 archers sent north to burn it.

IT: EW's rock, period.

T6.[18-2]
The road is blocked by immortals, so I'm left with the choice of attacking immortals with a 1 attack army, or losing a move. I lose the move and keep walking the mountain.

T7.
Same scenario for the army, and same result.

IT: less lucky defensive turn. I'm now at 2/8 in def bombard IIRC, but this time men died.

T8.[19-5]
Finally get an opening to pillageable stuff with the army: a forest.
FoS changed into a 10spt EW pump for a few turns.

IT: bad defensive turn. We lose 2 EW's (leaving it open for

T9.[21-7]
Start pillaging Arbela, their road to the core is officially dismantled.

We lose an archer in the north but
SM1-6.jpg


Too bad we didn't catch the settler for the slaves. And that town was founded on a game :crazyeye:

While not grand news, here's the blue on the other side of the blue:
SM1-7.jpg


IT: def bombard works and our last eEW survives the day.

T10.[22-7]
Curragh didn't sink !
Abe will take Alphabet for either 18g or CB. We need the gold but CB is more valuable, so I'll leave that to the next player.

Here's the army path, dots where pillage occured.
There's a total of 10 immos in those stacks, plus 3 wounded/3 spear covers. An archer in the north is threatening, but not quite more since we just wait for him to step down of the hill.
SM1-8.jpg


I kept the builds straightforward: archers as long as there were enough EW's, EW's otherwise, curraghs in the NW town.
 
Remember to trade and declare on Abe. I don't like his beard anyways.

Roster:
Smart
Beorn-eL-Feared -
nerovats - UP
zerksees - on deck
Whomp
Own - skips till futher notice
 
If Own wants it he can take it , will have to do some gardning work first, so won't be able to play until this afternoon. Will play then if Own hasn't posted a got it.
 
Our research rate is 10 breakers per turn, and we can learn secrets of CB in 6 turns. So CB costs for us 60 gold, not 18 ;)
I'm sure that we should take CB from Abe, because we will need it anyway for Monarchy.

Edited roster:
Smart
Beorn
Own - UP
nerovats - on deck
zerksees
Whomp
 
The EW army is too far deep in their territory to be disbanded IMO. The pillage is too valuable right now. Getting iron next should be a priority so that we can tell for a fact that we've disconnected iron when we get there - wether we hope getting swords or not.
 
Pre-turn- Trade alpha and a gold for CB at America, then declare.

IBT- Nothing

  • Pillage and move army on Persia’s only furs, ready to pillage next turn.

IBT- 10 immortals move into position to attack Screen Door County.

  • Pillage furs. Now I’m just pillaging around each city to keep the cores from makin immortals. Kill stray archer [1-0].

IBT- Lose Screen County [5-6]. The game is over now, our defenses are thin as tissue paper. A stack of 5 immortals or so is approaching our core, and I think it’s over.

You can look at the save if you want, but I'm sure it's over.

That was such a great map, with the lakes and backfill room, but having persia as a neighbor was a <insert profane noun>. I'd try again, and hopefully we'll get a good map without Persia next door. Turning Culture linked starts off will help that.

We definately would have had a chance, a very good one had our neighbor not been persia I truely believe. The battle at screen door would have been a slaughter if they had been swords.
 
OMG! How did you had allowed this? :wow:
With army and 10-shield EW's we couldn't loose this SG. I'll try to play from Beorn's save to see if it was winnable

Trade alpha and a gold for CB at America, then declare.
You could take off gold from table ;)
 
Actually I couldn't, it was shocking that one gold could make a difference.

How did I allow this? 10 immortals cannot be stopped, even by 4 enkidu's and 3 archers in walled city on a hill.

EDit: I've an idea. Since this is a tiny map, turnsets are short, so maybe we should try many of these exact games at once with different starts and maybe civs.
 
10 immortals cannot be stopped
Ok, here is my turnlog :D

Turn 2 - pillage furs
IT - SDC survive vs 10 immortals [8-4]
Turn 3 - kill redlined immortals [11-6]
IT - SDC again survive [12-8]
Turn 4 - nothing
IT - lose SDC, immortals are coming and coming :blush: [13-10]

Not too fast as Own's, but we lose. :mischief:
Our mistake was barraks in SDC - we had to pop-rush it. Healing troops in just one turn could make difference...

I will generate new start with pre-selected civs tomorrow :rolleyes:
 
I whole-heartedly agree that this was a winnable battle, we've seen worse in this SG. However, the RNG giveth and the RNG taketh. Beyond pressing enter, there was no "lack of skill" involved in losing that battle. Whipping the barracks would have been wise indeed. I'm sorry it never occured to me.

And yeah, give us any other civ than X-man any day on that start and we were punching holes in them within 30 turns.
 
Ok, here are my suggestions for the next map:

Earth age: 3 billions - we need more hills for defencive bonuce, and will have more chances for iron
Climate: Wet - more grassland = more BG's = more shields.
Rivals: Pre-selected - no civs, which starts with WC (free archers), and with strong early UU. What about India, Inca and England?

Post-game analysis and thoughts:

Techs order: We are start with Pottery and BW, lets research Masonry (walls) => WC (archers) => IW (swords) => Writing => Math (catapults). Dont waste time researching writing first, like in this game.
Building order: Pop-rush walls and rax in every town ASAP. Dont worry about losing citizens - in this game we had wasted shields, because we had worked on walls or rax, and then pop-rush it anyway...
City placement: Build two towns first, and then build the next town if you are sure that we can defend it. Try to build all cities on hills, and as far as possible from AI. In this game SDC was the closest city to persians, and all immortal stacks were sent to that city...
Tricks: Use open/close town, and hide-n-seek tricks. Why Beorn hadn't used it in his turnset to attract those 10 immortals? :rolleyes:
 
Good thinking Smart, we need a plan like this. For research order, I would prefer to go for WC first so we can raze a couple AI cities. A tactic used in the only win of this variant so far was sending an elite enkidu warrior next to the capital on hills (thanks to 3 billion), and it won't get attacked, so it can scare workers away from working, and it doesn't pillage. Also baiting, and in baiting remember the AI can see everything.

This can be pulled off, though this type of game involves a bit of luck.
 
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