Tactics and strategy...follow the action

@ Icefire....ill the scout with the impi, don't risk the warrior. Marble is good as it gives some commerce as well, cottage gives more food...your call.

@ Sweetacshon...The plan is to survive the units comming without getting chocked. There are 2 swords and another jag comming apart from the visible units.. Connnect the iron this turn, start axes, chop with your capital worker...
 
I made alot of marks on the map, forgive me if they seem to many, it is just that there is a limited ammount of letters in each mark.

Important thing is that we need to focus on what we are doing and what the short term goals and long term goals are or we will not have a chance.

So some issues...


@ Dan
1. why did you not send a unit to fortify in that forest hill next to rome city? I thought you were sending and then pulled it back?

You need at least 1-2 units to choke that city and you need a unit to the north on a hill around the area that you marked for a city to watch out for units comming from there. Sentries are important as 1 sentry will allow you more freedom on units in your cities.

You are not putting any pressure in Rome and if you continue letting them expand freely they will soon have a big praetorian stack and kill you.

2. You need to be carefull on your micro and think about how you will most efficiently use slaves. Example last turn in second city you should have worked a 2 hammer tile to allow a 1 pop slave for baracks this turn.
Also capital...IMO it is not optimal growing this much this early and working oasis and mines. You should set up 2 pop slaves, especially for settler and granary.

@ Sweetacshon

In front city you need axe now not barracks. I told you that there are more units comming. So this turn start an axe so you can slave next turn.

Good job at sharing the food with capital.

Next turn you should remove the skirmishers from the iron now that it is hooked.

After axe in capital you should make another settler ( 2 pop slave) IMO to settle ivory spot while front city slaves units continiously.

@ Icefire

You have 4 cities now all cities with granary and barracks should get non stop impis now. Rest of cities granary barracks and then units, but use slaves, try to set up 2 pop slaves). I think the best plan would be to triple Egypt now (you impis, me immortals and Donovan swords and axes), but I will post more about that in another thread.


@ Donovan

Don't overdo it with holkans, Egypt does not have enough units yet to hurt you. Make another worker IMO and then swords and axes, Icefire can provide impis and we can triple Egypt.

@ Myself

The plan is to get a 4th city up and then make around 15 immortals, join them with another 15 units from Donavan and 10 impis or so and go kill Egypt.

My immortals should be ready in 10 turns or so...lets coordinate this attack in another thread


So basically by tripling Egypt we will leave Mali and Natives to handle it on their own...it should be OK, but I need to hear what you think...
 
The city I just founded was just my third city rather than the fourth; should I try to work in another settler somewhere?
 
@ Sweetacshon

In front city you need axe now not barracks. I told you that there are more units comming. So this turn start an axe so you can slave next turn.

Good job at sharing the food with capital.

Next turn you should remove the skirmishers from the iron now that it is hooked.

After axe in capital you should make another settler ( 2 pop slave) IMO to settle ivory spot while front city slaves units continiously.
It seemed that I had enough units for defence, and that the promos would be worth it for a barracks now, but I will do as you suggest for now. Will any spears be necessary... not for the west, perhaps, but does egypt have any WCs in my vicinity?

Certainly another settler and worker are necessary, not sure in what order yet. I signed a potential city, should it be closer for this sort of MP? We are still quite some time from WEs, so there is ample time for a monument, etc.
 
re: Rome. Yep, they have settled aggressively and have lots of forest, which is a recipe for praet disaster. They need to be harassed.
 
@ Icefire...yes get a 4th city IMO

@ Sweetacshon...I said axe because there was another jag and 2 swords comming, now it seems they are heading for me. But anyway get another axe before baracks to make sure jags don't cause any trouble.

The city spot you marked is perfect IMO.
 
Re: Rome - will send 2 dogs now. Can't get the forest hill now but will get on his other forests. Was nervous about sending stuff before because I was very weak from having to chop Henge. If I was attacked from the north I could have been in a lot of trouble.

Second city - Chopped out Rax this turn..can slave a Dog next turn. Workers there will just chop units now and will get a sentry asap.

Capital - Will send warrior to the SE to explore next turn. will make/slave granary once settler for cottage farm is out (2 pop settler whip wasn't possible and i have 1 turn left now anyways).
 
That egyptian worker which was nabbed while RRRask (ie me) was asleep should be recoverable by you, icefire. I note you have a bow on sentry duty which should be able to pick it up, as it'll have to go around that mountain range, I assume to the south, as north is too close to DZoi. Either he'll be easy to pick up undefended, or egypt will have to divert chariots, where they can be picked of by a holkan, if DZoi can move one south. (for instance, move the injured one SE into the jungle to heal and guard against chariots, and bringing Lakamha's holkan forward to CItza, just in case) What do you think?
 
That egyptian worker which was nabbed while RRRask (ie me) was asleep should be recoverable by you, icefire. I note you have a bow on sentry duty which should be able to pick it up, as it'll have to go around that mountain range, I assume to the south, as north is too close to DZoi. Either he'll be easy to pick up undefended, or egypt will have to divert chariots, where they can be picked of by a holkan, if DZoi can move one south. (for instance, move the injured one SE into the jungle to heal and guard against chariots, and bringing Lakamha's holkan forward to CItza, just in case) What do you think?

That was my plan. :) I can't believe Egypt let me have that kill, and am still wondering if they have some 2-woods Jaguars just out of sight.

I'll have an Axeman in 2-3 turns, and may be able to help flush the worker out if all is good to my east.
 
Scottish likes to spam archers...but i can keep him off those hills next to my cities..so no biggy. Slaving Granary in cap next turn. after a couple more dogs in cap. Figure I can make a city SE of the cap stealing 1 food resource (plain hill site and can work that hill copper).
 
@Sweetacshon: good point - I moved the archer 1 NW. Hope he doesn't see us before we see it and delete the worker.
 
Good one. He shouldn't get away. :satan:

I currently have 2 skirms and an axe I could send in toward babylon to cause mischief, however, I'm more inclined to wait 2 turns when I'll have 2 more axes to use, so I can perhaps send in 2 skirms and 2 axes (and there is a Persian axe and immortal nearby which could perhaps join in). The idea would be to perhaps get some forces into Aztecia, as he'd currently be expanding with impunity.

The alternative would be to sac an axe or two to get rid of those damn jags south of Camelot. Thoughts welcome.
 
Good one. He shouldn't get away. :satan:

I currently have 2 skirms and an axe I could send in toward babylon to cause mischief, however, I'm more inclined to wait 2 turns when I'll have 2 more axes to use, so I can perhaps send in 2 skirms and 2 axes (and there is a Persian axe and immortal nearby which could perhaps join in). The idea would be to perhaps get some forces into Aztecia, as he'd currently be expanding with impunity.

The alternative would be to sac an axe or two to get rid of those damn jags south of Camelot. Thoughts welcome.

Do not send anything IMO. keep the axes to defend just in case the jags decide to move on and develope abit (worker and settler).
 
Hmm, ok. I thought it might be worth getting a force into Montyville to keep him honest, but perhaps just a build up for a thrust at the same time you hit egypt? What is the timeframe on that, btw?
 
I will have about 15 immortals in 8 turns or so. Donovan can have another 15 units in this time frame and with 10 impis from zulu we should be able to take out egypt. It will take me 2 turns to move them to Donovan...So in about 10 turns from now is D-day....

The forsce should be something like 15 immortals, 8 ag axes, 7 ag swords & 10 impis.

Maybe it can be done faster, not sure I need to check. Donovan & Icefire can you please calculate how long you need to have this force?
We must keep in mind that they are way ahead of us in tech and will have construction soon, we must hit before they get catapults.

I need to post a plan with screens in another thread...hope I will have time to do it this week.
 
A bit of an update for RRR and lurkers. The pic is the state of play around Mali. There is certainly enough defence for the moment, but the risk is that the 2 swords and jag from the fog near Babylon combine with the 2 jags healing in the forest south of Camelot (which is still manageable now), as well as a force of chariots and more jags from the west. So, a spear and another axe or 2 would be prudent. Even so, they are probably building up and waiting for a force of cats to throw into the mix. Indiansmoke suspects they are close to construction, so if we can keep Babylon locked down, and the attack on Egypt goes well, this shouldn't be an issue... well, that's the plan. :)

My misclicked whip in the capital means I've been juggling overflow for a few turns now. :rolleyes: A worker was just made there (he was intended to road thru pigs and dye to the new city site), the other worker nearby is set to quarry, then farm the floodplain, and the 3rd is going to chop the forest next to camelot into a barracks. A settler is queued in the capital, and I suggest a whip for 2 pop, and then revolt to HR (I wanted to get the settler out first). Then it's back on units. Another worker is in order, and then a settler for the south, but before that the 2 axes and spear for camelot defence (but of course can sit as MPs in the cap), a sentry for the south (we certainly don't want to be backdoored by the rampant Indians!), and a bolstered garrison for the new cities is probably in order. Also a library in the cap with the farmed fp and pigs could easily support 2 scientists.

Well, that's all I think... just a few ideas. :crazyeye:

 
I don't see the enemy worker anymore - guess he deleted it already.

Is the blue-marked location still the best place for my next city, 3W 1N of Ulundi? I started the settler this turn and will whip it for 3 pop next turn.

I currently have 4 impis, and am currently building:

Ulundi - whip settler with 30 overflow (17 from whip + 13 food/hammers) next turn, plus 8 hammers/turn after that -> 2 more impis in three turns

uMgun - working food only this turn to whip impi for 2 pop next turn, then back to 8 hammers/turn -> 2 more impis in two turns

Nobamba - still working on barracks

In three turns I will have 8 impis, so if we need to attack quickly I could whip again after that for 1 pop in Ulundi and uMgun to get up to 10 impis in 5 turns.
 
Some long overdue screens...
 

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