Takeo takes on Deity

1060AD
Little Russia suddenly feels real big!
196-babs_russia_vs_amer.JPG



In order to get some forces, like settlers or infantry, into position faster a 'cavalry path' was made. If I just aim a settler somewhere far and it runs into a Zulu unit, the settler will step off the road and then spend the whole next turn getting back on. So, I made a line of cavalry on every square that my slower units will be taking.
195-cavalry_path.JPG



1070AD
Saltpeter Hill has come under attack again. There was an American city(just north of Saltpeter Hill) that my cavalry razed some turns ago, then Egypt and Babylon had cities built north of Saltpeter Hill. American cavalry have razed both of those cities only to come and flail helplessly against my walls. Why am I so confident? Saltpeter Hill is built on a....hill, has walls, a civil defense, and is guarded by veteran infantry and artillery.
198-saltpeter_isle_under_attack.JPG



1080AD
Corporation comes in and research is turned off again. Any city with high commerce has been building a police station and is now switched to stock exchange.

Got a science leader this turn and no wonder to build.:crazyeye:
199-louis_pasuture.JPG
 
1120AD
The incense deal with Shaka has ended-
200-incense_deal_done.JPG



First I'll try some sabotage; if that doesn't work I'll decalre war myself.
201-sabotage_vs_zulu.JPG



Much prefer this way!
202-zulu_decalre_war.JPG

A steaming Shaka!:lol:


My forces weren't quite in position at the landbridge, but there are 2 armies there to take possesion of the choke point. In the yellow circle is the settler and infantry which will still take a couple of turns to get there. There is actually an impi fortified at the choke point!
204-taking_landbridge.JPG


My infantry and knight armies take the choke point and see some minor Zulu forces on the other side. There are over 20 Zulu cavalry on my side tho.:(
205-landbridg_taken.JPG
 
1120AD Contd.
Plop my other settler down on an incense covered hill-
206-incesne_hill_founded.JPG



Raze the 3 surrounding Zulu cities of New Tugela, New Isipezi and New Umfolzi, cause I need to be able to ship this incense home!
207-incense-3_zulu_city_raze.JPG

Four cavalry are lost in this attack. A German worker was brought along and is disbanded for 2 shields, then a harbor is purchased.


The attack on the Zulu core commences with an artillery stack in range of 3 Zulu cities.
208-artys_on_captial.JPG



The Zulu core falls with the loss of 5 more cavalry. A total of 10 Zulu cities were captured, and a razing of a size-1 town.
209-zulu_core_gone.JPG
 
Good game, hope you put a lil' more text on tactics when ya get into the modern age :D
 
1120AD Contd.
Make an alliance with Babylon vs. the Zulu. It would really hurt to have Babylon team up with Zululand against me, cause I'm importing 2 luxuries from them. Don't think the Zulu would have anything to offer, but not gonna take the chance. Egypt, America, Russia and China are already fighting against Shaka.
210-baba_alliance_vs_zulu.JPG


Research turned on for Refining; due in 8 turns.


1130AD
Resistance has ended in Tugela and all citizens are turned into scientists. Plan on doing this to all captured cities, then buying settlers with gold or with forestry operations. Of course forestry operations can be done while a city is in resistance or civil disorder; very helpful! There are many rivers all thru Zulu territory. Plop down settlers all along those rivers and get them to size 7 for the free upkeep of 3 units.
211-Tugela_resist_ended.JPG



Zimbabwe was left open(last turn) and troops were moved into Tugela to quell resistance, cause it is the closest city to the new Zulu capital and therefore the largest flip risk. In the interturn, 5 Zulu cavalry and several impi shot in and are headed for the empty Zimbabwe. All the unhurt cavalry in Tugela are moved to Zimbabwe and the artillery stack is moved into Tugela. All the Zulu units in the yellow circles(except for the impi closest to Zimbabwe) are now in range of the artillery and are quickly shelled and shot into non-existance.:)
212-arty_moved_to_tugela.JPG



South of the former Zulu core is a small penisula with 3 Zulu cities. A couple of cavalry armies were set up here last turn to attack Hloblane.
213-_assuolt_on_hloblane.JPG


The first Cav army charges in, attacks the rifleman, and loses 7 hp's. Then I notice that Hloblane is on a hill!:( I send in the same army against a second rifle and it barely wins with just 2 hp's left. And there is a third rifleman. My other Cav army is sent in, takes the city and sinks a Zulu ship in the harbor.
213a-army_hurt_bad.JPG
 
1130AD Contd.
Workers plant and chop down forest in front of Zimbabwe and a settler will arrive next turn.
214-forest_ot_zimbabwe.JPG


Research speed is turned up and Refining will arrive in 5 turns.


1140AD
Quite a few cavalry are freed up as resistance ends in Zimbabwe, Hloblane and Umtata.

This was kind of funny. During the interturn my cav army witnessed the Zulu rifleman inside Umfolozi being bombarded, but could not see the attacker. To me it looked like the riflemans gun just spontaneously exploded!:lol:
215-rifle_with_explosian.JPG



My cav army attacks the hurt rifleman in Umfolozi and kills it. There is a second rifleman with only 1 hp! After taking out the second rifle and entering the city I see the Egyptian frigates that had been bombarding. Just to the north of that, New Zimbabwe is attacked. This is the third city, on the penisula, south of the former Zulu core. Two cav armies are redlined while slaying 3 riflemen and there is still a longbowman left in the city. One of my hurt armies has 3 hp and the other 4 hp. Take the 4 hp cav army and attack the longbowman, and the army goes down to 1 hp before winning!:eek: Wow! The cav army has an attack of 12 and the longbowman, with modifiers, maybe a defense of 2. Thanks RNG! Well, with the win the army had a cavalry turn elite and the army now has 2 health.:D
217-umflolozi_taken.JPG



Two of my cav armies, that are up in northern Zululand, caught sight of some Zulu cavalry attacking Russian cities. These Russian cities are the former German ones I received in the peace deal, could not protect and gifted them to Russia. Well, after I started my attack, a six of those Zulu cavalry started heading south, right by my cav army. My army attacks the stack and takes out four of them, losing just 1 hp. That lost hp was actually gained with an elite victory, during the battle. So, no original health is lost at all! Cool!
216-zulu_cavs_up_north.JPG



The stack of artillery(yellow circle) moves forward from Tugela and will have 2 Zulu cities in range next turn. Five cav armies and around 20 cavalry have moved up in support.
218-arty_stack.JPG
 
1150AD
For the most part, it takes a newly built unit 1 turn to get to the front lines over in Zululand. Railroads are of course the biggest reason for any units quick arrival. A unit will board a galleon(the turn it is built) at point 'A', then the galleon will move out to point 'B', where there are 3 frigates protecting that tile. The next turn the unit unloads in Port Konig, point 'C', and moves all the way to the front, again via railroad. The two yellow circles are of groups of 4 artillery that cover the entire channel.
219-ocean_crossing.JPG



Some bad news, but is expected with the amount of culture the ai produces at this level.
221-Umtata_deposed.JPG

Umtata already gets a free rifleman with the 'flip' and the city also drafts another one. Retaking the city is expensive. A total of 7 cavalry are needed to retake the city, of which 3 die in the attempt.


A settler finally arrives at the choke point and settles 'Gateway' town.
222-gateway_founded.JPG

I was hoping to trap most of the Zulu forces on the other side of Gateway, but it didn't quite turn out that way, as you will see in the next picture.

A cavalry army that is in northern Zululand ran into a 'Stack of Doom'. These all should have been on the other side of the choke point, attacking Egypt and America. Oh well!:(
223-impi_SOD.JPG



The Zulu would really like to have Bapedi back; they sent 9 cavalry and 2 musketmen to retake it.
224-zulu_dash_for_bapedi.JPG

A couple of cav armies pick off 8 of the intruders and then protect the city.
 
1150AD
French artillery bombard the Zulu cities of Ngome(new capital) and Intombe.
225-bomb_ngome_and_itombe.JPG

Once all the enemy units are redlined the cav armies go in for the kill. After both of these cities are taken, the roads are opened up to New Ulundi and Isipezi. New Ulundi is taken easily enough, but the 2 cav armies going for Isipezi each have just 2 moves left as they approach the city. Both armies kill a rifleman, both are now down to 8 health, one move left and a rifleman showing in the city. One of the armies nearly dies taking out the rifle and a medieval infantry is left all alone to defend.
The last defender falls in a hail of bullets!
226-aftermath_of_225.JPG



1160AD
The Zulu attempt a counter-attack on Isipezi, by sending 5 cavalry, 4 riflemen and a longbowman. After worker rail their way to Isipezi, the artillery stack follows them into the city. The artillery will shell all the interlopers, then move on towards New Hloblane next turn.
227-defense_of_isipize.JPG



1170AD
228-zulu_russia_peace.JPG


Then a few seconds later...:crazyeye:
229-russia_declar_on_zulu.JPG

:lol:
 
1170AD Contd.
Mpondo falls to French Cavalry. There were 4 defending riflemen, 1 cavalry, 2 trebuchets and a catapult. Just to the north is the new Zulu capital.
230-bapedi_captured.JPG



These are the primary cities left to the Zulu(in the picture). To the east(offscreen) is one size-5 town, two size-3 towns and nine size-1 jungle towns.
The yellow circle is the impi SOD.
231-zulu_empire.JPG

This shouldn't last much longer.:hammer:


World Map circa.1170AD
232-world_map.JPG
 
Back
Top Bottom