Turn 167

Looking again - Saltpeter Mountain may be reachable through Cypress Creek if we take that first. It depends on KISS' roads again...
 
If we can get their Saltpeter... then that's priority #1, I'd say.
 
I agree. If we can get the saltpeter, we should do it.
 
I need to go for a bit...but I look forward to seeing the updates later.
 
Battle of Cypress Creek:

4/4 cav vs. 4/4 musket -> ¾ musket, cav dead.
4/4 cav vs. ¾ musket -> ¼ cav, musket dead.

MIA captures Cypress Creek and liberates 17 gold.

4/4 cav captures Scruffy and another worker SW of Cypress Creek.
4/4 cav destroys the saltpeter colony.
4/4 cav captures a settler gaining 2 slaves (thanks to a mouse slip :lol:).





 
Whoo hoo!
[party]

Oh man... KISS is going to have a coronary when they open the save. :evil:

I'll be leaving here soon also... but it looks like things are well under control.
Excellent work Mr. President!
:salute:
 
Well, I will go for Wilde Side and Jungle Boogie next - the only question remaining will be should we try to break the barricade (possibly with MDIs on suicide missions), or should we stop at 8 towns?
 
gbno1fan said:
One other thought though - what are the chances that the GS on battleisle will take Eureka Stockade this turn?

No chance this turn - he can't reach it thanks to the jungle. All he can do is move into our territory for now.
 
are we going to try to hold Senilityville?

If we destroyed the baricade, we probably could keep that town. No?

If we're just going to burn Senilityville to the ground anyway, then I think taking the bunker is less of a good idea.

And since Gbno1fan is the Defense Minister - if you're neutral on it, then we should go with his prefrence... leave it alone.
 
Hmm, keep the town. Honestly, I never even considered that - I was intent on abandoning everything "attackable". However, if we take the barricade and DuMass, then I think we could keep Senilityville safely (for at least 1 turn).
 
ok - this is my last post for a while...

If it's possible to keep Senilityville, then I think it's worthwhile.

Controling the rail intrusion into KISS land is a powerful advantage that will allow our cavalry to leapfrog the jungle into KISS land, and opens up more targets for us on turn 168.

Besides, by the end of this turn we should have some free Hoplites that are guarding now safe towns that could relocate to Senilitville.

just a thought!
I trust you to make the right call on that one either way.

Looking forward to reading all of what happened later!
 
Battle of Wilde Side:

3/4 cav (after cannon hits) vs. 4/4 musket -> ¾ musket, cav dead.
4/4 cav vs. ¾ musket -> ¾ cav, musket dead.

MIA captures Wilde Side with 1 cannon and liberates 17 gold.

 
OK, to kill 1 musket and 2 cavalry on a barricade is likely to take all 10 of our MDI with movement remaining and possibly 1-2 cavalry as well. Is it worth 10 MDI and 1 cavalry to kill 1 musket, 2 cavalry, gain 1 cannon, and raze 2 towns (one very productive)? Personally, I would say yes – I don’t think 10 MDI is to steep a price to pay for a town like Dunderhead.

Defense Minister want to chime in before I suicide our troops?
 
Send out those marters! Destroy the barricade and ?keep? Senilityville!

I'm extremely pleased with how this has gone, and I don't mind losing the 10 MDI. By the way, what is our total casualty count now (can wait until you're all done with the turn)?
 
We still have 36 cavalry right now - I'm not sure, but I think we started the turn with 45. It looks great right now, but we are going to have a lot of sitting ducks for KISS' counterattack - we will probably lose a bunch on their turn, but it is still a very good start.
 
Battle for the barricade N-NW of Senilityville:

2/3 MDI (after cannon hits) vs. 4/4 musket -> 4/4 musket, MDI dead.
3/3 MDI vs. 4/4 musket -> 3/5 musket, MDI dead.
3/3 MDI vs. 3/5 musket -> 1/5 musket, MDI dead.
4/4 MDI vs. 4/4 cavalry -> 2/4 cavalry, MDI dead.
4/4 MDI vs. 4/4 cavalry -> 4/4 MDI, ¼ cavalry.
4/4 MDI vs. 2/4 cavalry -> 2/4 MDI, ¼ cavalry.
4/4 MDI vs. 1/5 musket -> ¾ MDI, musket dead.

MIA captures 1 cannon.

Cool cannon destroys the barricade.

On tile north of the former barricade:

4/4 MDI vs. ¼ cavalry -> 2/5 cavalry, MDI dead.
4/4 MDI vs. 2/5 cavalry -> 2/5 cavalry, MDI dead.
4/4 Cavalry vs. 2/5 cavalry -> 4/4 MIA cav, KISS cav dead.
4/4 cavalry vs. ¼ cavalry -> 3/5 MIA cav, KISS cav dead.

“Battle” of Dunderhead:

4/4 cav walks into the undefended town of Dunderhead and liberates 27 gold.

Battle of DuMass:

4/4 cav vs. 4/4 cav -> ¼ KISS cav, MIA cav dead.
4/4 cav vs. 4/4 cav -> 4/4 MIA cav, KISS cav dead.
4/4 cav vs. ¼ cav -> 4/4 MIA cav, KISS cav dead.

MIA captures DuMass and liberates some amount of gold (forgot to write it down before closing that box).

“Battle” of Jungle Boogie:

4/4 cav walks into the undefended town of Jungle Boogie liberating 18 gold and autorazing it.

That’s it for the captures – now it is a matter of getting as many units as I can to safety and selling improvements and abandoning towns that may not be keepable.
 
Proposed town abandonments/keepers:

Wilde Side – can’t be attacked. Keep that one (start building a worker for now).
Cypress Creek – easy to attack. Sell the walls for 5 gold.
Cretinograph – easy to attack. Sell the barracks for 10 gold, granary for 15 gold, and marketplace for 25 gold.
Village D’Idiota – easy to attack. Sell the granary for 15 gold.
Dunderhead – easy to attack. Sell the barracks for 10 gold, granary for 15 gold, and marketplace for 25 gold.
DuMass – easy to attack. Sell the barracks for 10 gold.
Fortress of Stupidity – can be attacked from Dresden, Gilfach, and EWR. I guess we will abandon this town.
Swampland – I think can only be attacked by cavalry from EWR. There are only 2 cavalry there, so I think we will try to keep this one and start walls. I will move 3 hoplites in to defend guaranteeing its safety.
Senilityville – can’t be attacked as far as I can see. I’ll double check after abandoning the others. I’m inclined to sell the barracks here.
 
good job so far President Chamnix. :thumbsup: i have to say, it makes my insides tingle with joy to see a large chunk of the Gall Empire conquered in 1 turn. :)

anyway, here are my few humble suggestions:

-abandon Dunderhead, DuMass, Village d'Idiota, and Cyprus Creek
-try to defend Senilityville, Fortress of Stupidity, Swampland, and Wilde Side
-not sure what to do with Cretinograph, as it seems it could be a useful city to keep in the future. i'm leaning towards selling the improvements and keeping 1 unit in there to try to get KISS to waste attackers on reclaiming the city.


so, there's my 2 cents. good luck with the rest of the turn. :)
 
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