Space-1: War While Waiting

Turtling is the key to survival. Picking a setting you can defend until you're ready to make the next strike is the only way to make progress.

It's very tempting to rush off and take two or three cities. But you then have a much wider front to defend and life can become very difficult.

Whoops! Hit the enter key before I'd finished :D

You'll have to wait for Cav to get the move-pillage-retreat option. Handy's right about an army of Spears or Pikes, possibly with a couple of Cannon & 4 Horses (1 spare).

I thought the Settler was on the ruins. It's a good spot and we should be able to connect it fairly quickly.

But what I really want is a city by the Wheat on the River and a leader to rush our FP there :D


Ted
 
Good work establishing the hill position, mad-bax. :goodjob:

BTW, our units on the northernmost hill aren't fortified, so the "Fortify All" command should be used on them before we press Enter.

Handy, I agree that in a normal game it would be useless to build archers at this point. But given our lack of iron, we badly need longbowmen--possibly to conduct the little-seen longbow/musket offensive, possibly just to make local counterattacks with a factor of four, since archer and horseman attacks are going to become hopeless PDQ. So we're going to want quite a few longbowmen, and building archers for upgrade is an excellent idea.
 
I agree we should build archers. Longbows don't come for a while yet so I thought there would be time for a few horses first.

I've done the Longbow-musket thang. It works, but it's like wading through treacle as an offensive technique, like using arty.
And errm.. we need salt. We are not guaranteed that.

I think it's great that we don't have iron. Just wait till the AI get Nationalism and steam, and we're still messing around with horses and spears. :D
 
Originally posted by mad-bax
It was a shame I had to turtle as much as I did, but I had a lot of units around Pompeii and I couldn't move the settler.

I built a lot of horses. I think we can take out cities one at a time soon and make a push for the iron.

I should have built and army I know. But I would have built an army of horses. I believe the move-pillage-retreat move is better, and you can also get to the vital tiles quicker. I'm sorry about that, I was just obsessed with trying to allow our cities past size 6 without the slider going up further.

[/QUOTE]

mad-bax,

I hope you did not misinterpreted my comments about the next ARMY, you played a great set of rounds. Taking the hills was most excellent play. Don't apolgoze about the turtle play, the first part of AW is always alot of turtle, even when you do have Iron. I would have built an ARMY, yes, but every play has pros & cons, and HG allows a city to grow into a powerful producer which has major benefits. Ted is dead on about slow methodical advance, and not having to take the same ground twice because you are too thin at the front. This is a very hard AW game given we have no Iron.

Ted, as usual you wit has me :lol: alchemists converting Gems to Iron :lol:
 
Looks like it is going well all things considered. I agree we are going to want some longbows. Their attack strength is double our next best unit until cavalry.

Centralia looks like a potential saltpeter city to me. We might want to be ready for a push into the desert when gun-powder comes around just in case. If this is the case grabbing it before muskets are built would be very useful.

Edit: Looking at Diplomacy, the vikings have 3 luxuries we do not and Iron. By far their lands have the most to offer. I realize it is a ways off, but going for their Northwest Peninsula is probably our best option when we finally do take the offensive.

For example the Iroquois have a single luxury over us.

The unfortunate side will be that they have their early strength 6 unit.
 
Handy: I didn't mis-interpret your comments, but I hope ?I am big enough to recognise when I make a bad call and HG was a bad call.
 
Originally posted by a space oddity
Unfortunately no Iron is no Pikes either. :( The only pike we can count on is Northern. :D
That one will do :D

Strange how you take Iron for granted, isn't it?


Ted
 
Ho, ho! :rotfl: Thank you, Space and Ted. :)
 
Pre-flight checks... OK
Looking at our position, and noting the various proposals on the forum I've come up with the following priorities:
Research to Invention then Gunpowder as fast as possible (Longbow & Musket).
To support that research build Markets & Libraries, road as many tiles as possible.
Prepare a strike force to move against the Vikings.
Generate a Leader for an Army :)


Switch Pompeii to Market (Commercial city)
Switch Cumae to Worker (zero growth)
Switch Neapolis to Library (reasearch & extend sphere of influence)
Research is a real problem. We can't trundle along at minimum research or we'll just be left in the dust, facing Cav with Spears.
Our present options are:
Code:
Rate           turns   deficit   cost
Lone Scientist  25              -225gp
50%             19       -27     513gp
60%             17       -31     527gp
70%             15       -39     585gp
80%             13       -45     585gp
90%             11       -53     583gp
I choose 90% (lowering it as we near the end/run out of money)

Our military support costs are 43gpt. This will improve as our cities grow and new cities are founded

Iroquois have no Horses or Iron
Spain has no Horses (I've no idea where Spain is)
Babylon has Iron but no Horses and is up Engineering (at least)
Vikings have Iron and Horses - those luxuries are very tempting
Good grief! The Ottomans are on the planet (from the F7 screen)

Press button
Vikings request audience - I ignore them, they're probably only trying to sell us something anyway
Spear (Northern Hill) dies red-lining Viking Sword
Viking Galley lands Spear on mountain (NE Cumae)
Rome Hanging Gardens - Market

1 - 360AD
SP1-360AD.jpg

Bombard 2 Iroquois Archers (NW Ravenna) for 1hp each
Vet Horse kills 2/3 Archer
Vet Horse kills 2/3 Archer
Worker (NW Neapolis) road
Alice to NW Neapolis
Lugdunum founded - Walls
Hilda joins Chap
Gertie & Flo to Rome (road to Lugdunum)
Galley continues West
Cat (Rome) to Pompeii
2 Cats (Pompeii) SW
Move the entire Garrison from Hispalis to NW Neapolis - this should ensure that the AI make Hispalis their number one target and distract them from attacking other cities
bombard vet Viking Sword for 1hp
I leave the Viking Spear alone as he can't do any damage IBT and there are a couple of Horses to deal with him once he comes down off the mountain.
I can't quite decide what to do about the lone Viking Sword (SSW Neapolis). I'm hoping that he'll move toward Hispalis now that I've emptied the garrison there. But it's possible that the other 3 Swords will join him IBT. Then we'll have a real problem.

I move the Neapolis garrison SW, leaving a lone Spear to defend the city and hire a taxman

IBT
The Viking Spear moved to SE Cumae - now in range of our elite Horse
Iroquois Spear/Archer retreat SW ??? (trouble at home maybe?)
Viking Swords split 2/2
Spanish Spear North
2 more Iroquois Archers turn up 2W & NNW Ravenna
Bab Sword/Bowman arrive WSW Ravenna :(
Iroq Archer appears SSW Ravenna
Veii Settler - Barracks
Cumae Worker - Horse

2 - 370AD
SP1-370AD.jpg

Catapults (SW Neapolis) bombard Viking Swords South for 1hp on one
Catapult (hill 2 SW Neapolis) bombards 3/4 Viking Sword (SW) but misses
Cats arrive in Ravenna
2 Cats (Ravenna) N to hill
Cat (Pompeii) SW
Vet Horse (hill 2SW Neapolis) kills 3/3 Viking Sword SE
Elite Horse (SW Neapolis) dies attacking 2/3 Viking Sword S which promotes
Elite Horse (SW Neapolis) kills 2/4 Viking Sword S
Alice road
Bathsheba mine - road
Gertie & Flo (Rome) to Pompeii (road to Lugdunum)
Settler (Veii) to Rome
Hilda road
Lil (Worker, SE Veii) to Rome
Elite Horse retreats from Viking Spear (untouched)
Vet Horse kills Viking Spear
Galley West
Move an elite & a vet Spear to SE Hispalis
Move an elite & a vet Spear to Northern hill
Bugger! I caught the spacebar while I was pondering what to do with our new Worker in Cumae. I guess I'll decide next turn
Rome fires taxman
Antium switches to Horse (better shield efficiency)
MM Pompeii for growth next turn
Pisae fires taxman

IBT
Viking Sword N
Spanish Spear joins Archer
Iroq Archer NW Ravenna
Bab Bow/Sword W Ravenna
Iroq Archer E
2 Viking Swords appear W od middle hill
Viroconium Cat - Archer

3 - 380AD
SP1-380AD.jpg

Cat (SW Pompeii) to hill SE Ravenna
Catapults (SW Neapolis) bombard Sword (W) for 1hp
Cat (N hill) bombards Viking Sword for 1hp
Vet Horse (N hill) kills 2/4 Sword but is red-lined
Cats (N Ravenna) bombard Iroq Archer SW for 1hp
Cats (Ravenna) bombard Bab Bow/Sword for 1hp each
Vet Horse kills 2/3 Bowman
Vet Horse kills 2/3 Sword
Vet Horse kills 2/3 Archer
Elite Archer (SE Ravenna) kills reg Archer
Elite Spear moves to cover elite Archer
Gertie & Flo (Pompeii) SW (road to Lugdunum)
Settler (Rome) to Pompeii
Hilda (SE Veii) to Rome
Mol (Worker, Cumae) to N Rome
Lil (Rome) to Pompeii
Galley SW
Cat (Viroconium) to SE Pompeii
Elite & vet Horse (Lugdunum) to N Centralia (forest)
MM Neapolis for Lib in 5

IBT
Veii Barracks - Market
Antium Horse - Horse (most efficient build at 6spt)

More follows...


Ted
 
4 - 390AD
SP1-390AD.jpg

Cats (N Ravenna) bombard Spear/Archer NW for 1hp to Spear
Cats (SW Neapolis) bombard Sword S red-lining him in 2 shots
Cats (SW Neapolis) bombard Spear/Archer W for no damage
Cat (North hill) bombards Spear/Archer NW for no damage
Elite Archer and Spear SE (join Horses N Centralia next turn)
Gertie & Flo start road to Lugdunum
Lil (Pompeii) SW
Settler (Pompeii) SW
Hilda (Rome) to NW Pompeii (road to Neapolis)
Mol (N Rome) to NE Neapolis
Horse (Antium) to Veii and fort
Nora (Worker, W Pisae) mine - road
Galley continues round the coast
Cat (E Pompeii) to 2SW Pompeii
Cat (Ravenna) N
I've only got a 3/4 Horse for the red-lined Sword so I'm going to let him retreat.
Cumae switches to Archer
MM Neapolis for Lib in 4
MM Hispalis for growth in 2

IBT
Iroq Spear/Archer retreat SW
Viking Swords N
Viking Sword fort
Iroq Archer 2SW Ravenna

5 - 400AD
SP1-400AD.jpg

Cat (North hill) bombards Viking Swords NW but misses
Cats (SW Neapolis) bombard Viking Swords W for 1hp damage on each
Cats (South hill) bombard Spanish Spear/Archer NW red-lining the Spear
Vet Horse (SW Neapolis) kills 1/3 Sword then SW
Vet Horse (North hill)
Mol & Bathsheba to SW Neapolis
Hilda (NW Pompeii) road to Neapolis
Cat (ENE Ravenna) to Ravenna
Lil (SW Pompeii) road to Lugdunum
Settler (SW Pompeii) to Ravenna
Alice (NW Neapolis) road - S
Polly (NW Neapolis) NW
Galley continues round the coast
Pompeii hires taxman
Lux 0%
Research 100% (5 turns @ -52gpt, 151gp in the Bank)

IBT
Elite Horse kills attacking Archer (N Centralia)
Vikings land 2 Spears on Gold Hill NE of Hispalis
Another Sword & Archer arrive West of middle hill
Lugdunum Walls - Barracks

6 - 410AD
SP1-410AD.jpg

Spears (SE Hispalis) to Hispalis and fort
Polly road
Chap mine - Rome
Elite Archer & Spear move to N Centralia
Elite Horse (N Centralia) to Lugdunum (heal)
Cats (SW Neapolis) bombard Swords red-lining both
Alice, Bathsheba & Mol (SW Neapolis) road
Cat (N hill) bombard Spear/Archer SW but misses
Settler (Ravenna) N
Cats (S hill) bombard Spear/Archer NW red-lining both
Space Cowboy (middle hill) kills Spear NW
Vet Horse kills Archer NW

IBT
More Viking Swords W & NW of North hill
Pisae Spear - Horse

More follows...


Ted
 
7 - 420AD
SP1-420AD.jpg

Settler N
Elite Archer kills Spear (Centralia)
Vet Horse dies to Spear (Centralia)
Chap (Rome) to NW Pompeii
Iris (Worker, W Pisae) to N Pisae
Spear (Pisae) to Antium
Cats (SW Neapolis) bombard Swords W for 2hp
Cat (N hill) bombards Sword NW but misses
Cats (S hill) bombard Spear/Archer red-lining both
Cat (S hill) N
Elite Horse kills Spear (SE Hispalis)
Vet Horse kills Spear (SE Hispalis)
Spear (Hispalis) move NE & E to prevent further landings
Research 90% (still 3 turns @ -43gpt, 47gp in the Bank)

IBT
More Viking Swords arrive WSW Neapolis
2 Iroq Archers SSE Ravenna
Cumae Archer - Archer
Neapolis Lib - Horse
Viroconium Archer - Spear

8 - 430AD
SP1-430AD.jpg

Cats (SW Neapolis) bombard Swords W for 3hp
Lutetia founded on middle hill - Walls
Cat (Lutetia) bombards Spear/Archer SE for 1hp
Cats (S Lutetia) bombard Spear/Archer NE but miss
Vet Horse (Lutetia) kills Spear SE & promotes
Space Cowboy (Lutetia) kills Archer SE
Elite Horse (Lutetia) N (to deal with Swords next turn)
Elite Horse kills 3/4 Sword
Vet Horse kills 2/3 Sword
Vet Horse kills 2/4 Sword
Lil & Flo road - W Pompeii
Alice, Bathsheba & Mol road - road SE
2 Vet Horses (Ravenna) N
Galley continues round the coast
Research 40% (4 turns @ -2gpt, 4gp in the Bank)

IBT
Antium Horse - Archer
Hispalis Galley - Worker

9 - 440AD
SP1-440AD.jpg

Elite Horse (Lugdunum) kills Archer but is red-lined
Cats (SW Neapolis) bombard Archer NW red-lining him in 2 shots
Cat (SW Neapolis) bombards Sword W
Cat (N Lutetia) bombards Sword NW red-lining him
Cat (Lutetia) bombards Swords W for 1hp
2 Cats move to Lutetia
Elite Horse (N Lutetia) kills 2/3 Sword and generates a leader at last (Hadrian) - I rename the Horse to "Mad's Marauder"
Hadrian to Neapolis where he creates an Army
Dances with Stacks joins Army as do 2 vet Spears
Army (Neapolis) kills 1/3 Archer - we can now build Heroic Epic
Vet Horse (N Lutetia) kills 1/3 Sword
Chap road - S
Horse (Antium) to Rome
Galley (Hispalis) W, 2S
Polly (S Hispalis) road - Gold hill (NE Hispalis)
Gertie (N Lugdunum) road - N, 2NW
Elite Archer (N Centralia) dies red-lining Spear
Cat (SE Ravenna) bombards Archer S for 1hp
Elite Archer & Vet Horse (Ravenna) SE
Research 30% (4 turns @ +4gpt, 2gp in the Bank)

IBT
Viking Sword & Archer split
Iroq Archer (NW Lugdunum) N
Iroq Archer (SSE Ravenna) S
Injured Viking Swords retreat
Get Heroic Epic message

10 - 450AD
SP1-450AD.jpg

CAt (SE Ravenna) bombards Archer E for 1hp
Elite Archer (SE Ravenna) kills 2/3 Archer
Cat (N Lutetia) bombards Sword SW but misses
Elite Sword (1/5) to Neapolis, fort (to heal)
Cats (Lutetia) bombard Sword NW red-lining him
Vet Horse (Lutetia) kills 1/3 Sword
Cats (SW Neapolis) to hill N Lutetia
Vet Horse (2/4) to Neapolis, fort (to heal)
Polly (Gold hill NE Hispalis) road
Vet Horse (SE Lutetia) kills Archer 2S & promotes
Elite Spear (N Centralia) moves to cover elite Horse
Galley avoids Spanish Galley and continues round the coast
Gertie road
Horse (Rome) to E Lutetia
Workers road between Pompeii & Lutetia
Neapolis switches to Market
MM Rome for 1 extra gp
MM Antium for growth without losing any (non-waste) shields
MM Cumae for growth
MM Pisae for growth
I leave the Galley & Army moves for the next player as I had intended to throw the Army in the Galley and land it on the hill due West. Unfortunately you can't cram an Army into a Galley :D

Notes and save follow...


Ted
 
Stats
Kills 30, losses 3 for a kill ratio of 10:1
1 GL :)

Notes
These turns took me a long time to play as every turn was on the knife-edge of disaster. A run of bad luck on the RNG and we'd have been set back quite badly. Having said that, it was a very enjoyable set of turns to play and I don't really want to give the game back :D

Rome, Pompeii & Veii will all finish their Markets over the next few turns which will provide a boost to our research capability. We must keep up our research as we can't trade for techs. Unless you want to be facing Cav with only Spears to fend them off :)
We should aim to be (and stay) the tech leader at all times.
If we can get to Replaceable Parts significantly earlier than the AI then we should have this game in the bag. Ignore the optional techs until we have RP.

The next candidate for a Market is Viroconium which will finish the Spear in 2 turns.

Ravenna is still struggling to build a Library but it's worth persevering for the boundary growth.

The Workers should be able to get all the hills roaded during the next players turn. This should be their priority as it will allow our units to support each other much more effectively.

Hispalis is intentionally left undefended. The AI will head for it like bees to honey. We just need to make sure that the AI can't land on the hill or forest tiles (hence the Spears). Use Hispalis for Workers and/or Archers. Alternatively it might be possible to build a Harbour and then some vet boats.

I couldn't make an impression on Centralia. Perhaps the next player will have better luck. Be aware that there at least 2 defenders forted in there.

I originally thought to sail our Army West and wreak some havoc on the Viking Capital. Sadly, you can't fit an Army into a Galley. I've left the moves on both the Army and the Galley for the next player.
I think the best use (initially) for the Army is to clear the tile East of Aarhus using Cats and Horse then station the Army there to act as a launching point for a serious assault on Aarhus.

The site I'd most like to settle is 1S of the Wheat on Floodplains 2SW, 1S from Ravenna. It's just close enough to join borders with Ravenna and could pump out Workers at a steady rate. It would also be a good site for our FP when we get a spare leader.

Rome, Neapolis & Veii are our most productive cities so one of them could start Heroic Epic after their current build. I think I favour Veii as it still has some room for growth and the Market will finish in 4 turns. Don't be tempted to switch out the Market though.

The save is > here <


Ted
 
Fine round, Ted. :goodjob: The iron issue aside, we're building our position up very well.

One cautionary note: as long as we're leaving Hispalis open to lure enemy units, we need to keep a very close eye on the Vikings' technological progress so that we're not surprised by Berserkers.

I like the idea of using our army to cover an attack on Aarhus, as long as we can afford to lose a few horsemen in the assault without disaster resulting.
 
Oops, we're building combat units without barracks in Antium and Pisae.

If we're going to advance on Aarhus, we'll need a settler so that we can raze and replace. We might want to found the new city directly on the beaver, which would leave us with a slightly less compact position overall but would give us much safer access to the furs.
 
Assumption - the mother of all @#$% ups :)


Ted
 
Preturn: Some minor MM. I investigate the getting rid of the two taxmen, but ot really can't be done and keep our research up. In the end we are making +4 gold rather than +0. I think it was the general suffling around of citizens to maximize gold. I don't think I slowed down anything important.

NP's sharp eye saw the lack of barracks. I switch Pisae to a worker we really need another one in our hinterlands. I switch Antium to aquaduct. It will need one to grow and is size 6 already and has a harbor, so it can use the extra size to grab more high profit coastal squares. In this way it is better than a market or libary.

I also consider sending out a spearman to see if we can find the iron. Is there a reason for the fortified spear on the hill way inside our territory? I wake it up to replace the one I am sending out. I may not make it if units threaten it (it will retreat). I also move the galley to explore a bit. Army moves onto the hill

My son has gone to sleep - I can now actually play. Also civ is just plain weird with Freddi the Fish music instead of the normal affair. Hit enter...

IBT: More viking swords and some Babylonian bowmen show up.
Rome: Market->Worker (we are using unworked squares and rome is near its max size without disorder).

460 AD: Bombard archer to 1 hp which is killed by space cowboy. Injure a sword to 1 hp but do not attack due to it being in forest.

Galley moves and spots a mounted warrior. Have we seen them before now? I don't remember.

The spearman steps back due to the incoming archers. Lewis and Clarke has an opening to investigate so it enters the desert in an attempt to make it to the far hills.

The hills look like a higher priority than the flat, so I move some workers on them to start some roads. Army moves to next hill.

Lux to 10% to get rid of taxmen. We have 10 gold and that puts us at -4 gpt.

IBT: A spearman is landed near hispalis. Injured sword retreats. Two viking swords advance into forest.
Rome: Worker->Heroic Epic
Pompeii: Market->Catapult
Pisae: Worker->Worker
Virconium: Spearman->Harbor (so it can grow better).

470 AD: Hmmm... The spear will plunder if I don't deal with it. There are not catapults that can get to it since we don't have a road on the hills yet. It is only regular, so I will use an Elite* unit which should have good odds. Mad Maurader wins and retreats to Hispalis to heal (will they head elsewhere with a single unit in town?

Another attempt to send out some explorers is made.

IBT: A number of units are showing up at our door.

SP01-AD480.JPG


Cumae: Archer->Spear.
Hispalis:Worker->Catapult

480 AD: Well the babylonians have both engineering and monotheism - the only two techs we can research. Surely the GL is going to give us these before we finish research? I am going to turn science off entirely as I just don't believe the money will do us any good now. We can run at a deficit later when our resarch means something.
There are swordsmen in the forests again. BUT our army is now near and can cover. so:
Bombard first swordmen to 1 hp and the other to 2 hp (note that they are not in the same square
Elite warrior attacks 1hp sword and wins. No GL. Army covers the warrior (is E of aarhus now).
Decide not to attack other sword. It can't move anywhere I can't bombard it next turn.

IBT: The enemies advance
Veil: Market->Aquaduct

490 AD: A lot of troops are at our doors. Road on top of the hills is complete! this will help alot.
Iroquois: 3 archer
Babylon: 3 bowmen
Viking: 4 swords and an archer (not counting one with 2 hp from last round).
Unfortunately the bombardment is almost entirely unsuccessful with only a single hit on the 2 hp sword

Another (regular) spear was dropped near Hispalis. I attack with the Elite*, Mad Maurader and win. My explorers I mentioned earlier have arrived near Niagra. Pillager Bob pillages while Guardian Bob guards.

Two elite archers attack iroqois archers and win.
Elite horse Space Cowboy attacks 1hp sword and wins.

Lewis and Clarke spot a closer iron just past Niagra.


SP01-AD490-Iron.JPG


Regular horse kills the last Iroquois archer taking a hit point of damage

Decide to wait on attacking the bowmen. It would be nice to do a hp of damage first.

Workers start some forts on the hills.

IBT: Units advance
Pompeii: Catapult->Archer

500 AD:
Bombard bowmen to 2 hp. Elite horse space cowboy attacks and retreats doing no damage to a bowman.
Elite Archer kills a bowman.
Elite Horse kills a bowman and and then heads back into the town.

Bombard the sword stack.

IBT: Enemy troops advance.
Lugdunum:Barracks->Spear

510 AD:
Bombard archer and swordsman to 1 hp.
Elite warrior attacks and kills the sword.
Elite horse kills the archer and retreats.
Bombard another swordsman archer pair - swordsman to 1 hp.
Attack archer with elite archer and win.
Pillager Bob pillages breaking the Iroquois road

IBT: Refuse Babylon request to talk. Enemy troops advance. A babylonian spear is dropped behind our lines.
Lutetia: Walls->Barracks

520 AD:
Bombard Babylonian spearman to 2 hp and another to 1 hp
Elite archer kills the spearman.
Veteran horseman wins vs regular archer
Veteran horsman loses vs regular archer
Elite horse finishes off injured regular archer and goes back into the town.
Regular horse kills the 1 hp spearman and goes back into town.

Pillager Bob does his stuff.

Regular horse vs regular spear in our backlands does 1 hp and retreats. Elite horse finishes it off.
Elite horseman attacks a regular archer and wins.

IBT: More troops advance. Spot a spanish SOD. The first I think I have seen.
Cumae: Spear->Market
Pompeii: Archer->Archer

530 AD:
Bombard and kill a swordsman. Fort on hill completes. Move some troops onto army.

IBT: More troops advance. Another spear lands near hispalis.
Miss the fact that Neapolis is unhappy so it riots -oops

540 AD:
Going to try the town this round. There is a small lull.
Bombard Aarhus
Veteran horse vs reg spear wins.
Veteran horse vs reg spear loses (2 hp left)
Veteran horse vs regular injured spear wins
Elite* horse vs regular injured spearman loses
Elite horse vs regular injured spearman wins
Veteran horse vs regular injured swordsman wins
Veteran horse vs 1 hp swordsman wins and razes town and retreats back to army worker is captured.
Aarhus is no more this will help in that injured swords will have to head back much further to heal.

Bombard some swords
Elite archer kills a 1 hp sword

Switch Pompeii to settler. Should have taken care of that earlier.

Near Lugdunum Elite horse vs regular spear wins.
Err... On second thought I switch Lugdunum to a worker.

IBT: Spanish just barely sink our distant boat.
Neapolis:Marketplace->Archer
Virconium: Harbor->Library
Spanish start Tsu. Note that we might be able to switch the Heroic epic to Tsu and get it as I think this is the first person to start it.

Bombard the Viking swordsmen to 1 hp. Elite warrior attacks and wins vs 1 hp sword. Elite Archer attacks 1 hp sword and FINALLY generates a leader. This is my first leader in an SG. This includes finishing an SG with 3 fairly intense combat rounds as well as another with at least 2 rounds with 10 turns of combat. I am guessing it took me 70 elite victories to get this leader. I think this is my longest leaderless string.

I rush Sun Tsu so forget what I said above.

I kill a bab sword with a veteran horse

Since only a 1hp sword is close:
I kill an 1hp viking sword with an elite horse
An elite archer loses to a 1 hp sword :(
Veteran archer kills the 1hp sword and becomes elite.

These final attacks are into forest so I move spearmen to cover. Nothing is within range to attack.

Final notes:
I tried not to leave offensive units fortified. The one unit I left with movement is the army. I couldn't decide if I wanted to advance it forward.

Lewis and Clarke, and Pillager Bob are exploring/pillaging. Generally 3 hp units won't attack them so long as Pillager Bob is Guarded by Guardian Bob.

Feel free to wake up a spear to cover the archer and horse if you so desire. I don't think they can be attacked except by the 1 hp sword. [Edit: I decided to do this myself at the last minute, so it is done in the save and picture below ]

There is a big stack of spanish archers out there that pillager Bob spotted. Should be easy pickings.

The attack on the town did cost a few units/horse that we may want to replace. The attacks are at a lull right now.

I changed the settler to build Sun Tsu instead so we are not currently building a settler. Just pick a suitable town to switch.

Also I think one town has a entertainer and I am rushed so some MM might need doing. You may want to do a quick perusal of the towns.

SP01-AD550.JPG


The Save
 
I think I can see a rather large carrot a couple of tiles from Tonawanda.

Nicely played Greebley.
 
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