Turn 167

Some miscellaneous:

4/4 cav captures a worker SW of Fortress of Stupidity.

On mountain S of Senilityville:

Cannon bombs pikeman ->3/4
Cannon bombs pikeman ->miss
Cannon bombs pikeman -> miss
Cannon bombs pikeman -> 2/4
Cannon bombs pikeman -> miss
Cannon bombs pikeman ->1/4
Cannon bombs at fortress and misses.
4/4 cav vs. ¼ pikeman -> 4/4 cav, pikeman dead.

5 workers captured.
 
My 2 cents…

Just try to keep Swampland and Senilityville. Burn the rest.
Sell the barracks in Senilityville! It’s of no use to us.


Also – a humble request… could you save the game just before you end the turn and pass it along – and then send that save to our team e-mail account? I’d really love to just open that save and look around at what you’ve done first hand.
I don’t believe this would violate any rules, because the save will have been totally played, except for pressing the final end turn button?
If it’s a hassle or of questionable legality – don’t worry about it!


And now… I will spend my evening trying to imagine the looks on KISS’s face when they open the save…. Ohhh the joy!

:dance: [party] :dance:
 
It is tempting to try to hold as many towns as possible. I still don't know where KISS' military is - we didn't meet an awful lot of resistance. Maybe they left their troops on Battle Isle? On the other hand, maybe they are on their way home - they could arrive this turn for all we know.

The only thing I can really see going wrong right now is war weariness so it is probably worth abandoning the questionable towns just to be extra safe - we should definitely look to build settlers (after we see what KISS does for a counterattack).

I don't think it is possible to save the game so that MIA can open it. I think no matter what I do, it will ask for KISS' password next. I'm afraid you guys will have to survive on pictures until we get the next save.
 
Here is my proposed defense plan –

Swampland – 1 MDI (he is there, and he can’t move) and 3 hoplites (there are 4 resisters currently, and KISS can only reach it with 2 cavalry from EWR, I think).
Senilityville – 1 knight (he can’t move). There is only 1 resistor here, and unless I see some way KISS can attack this town, that’s all I will put there.
Dyes N of Northern Easel – 3 hoplites to make it difficult to pillage.
Tile NW of Senilityville – KISS can reach this tile from Nincompoopicity and Polecat, and it has 6 of our workers and 7 cannons. I would put the remaining 11 hoplites here.

All cavalry that can still move will be moved back to Look Here for quick healing.
 
AMAZING!

I was questioning the logic of going after Dunderhead, until I saw the screenshots. No question about it, now.

How soon until we mobilize? I think you mentioned that we can still build settlers. Can we still build workers as well?
 
We will have Nationalism in 3 turns - we can still build workers and settlers while mobilized.
 
Update to the proposed defense plan - I'm going to keep the hoplites around Ithaca where they are to guard our mountain and forests.
 
Defense plan looks good - but can we afford to put that many Hoplites in one place? I'm just thinking about their counter-attack (but honestly, where are their forces?!)

I guess we'll find out in a day or two when KISS plays their save :lol:

I wonder how much war weariness they'll suffer... If I remember correctly, the multiplayer WW isn't that bad.
 
If they move troops into our territory, we can move all our hoplites back to the point of attack thanks to rails. The only danger is that those hoplites will be slaughtered in the open, but I would like to try to defend our cannons and workers, and I don't really see KISS making that tile a priority.
 
Question from someone still partly outside of the loop: Are the Hoplites meant to be shock troops, there to waste the KISS counter attack's moves, or are they meant to be in the back lines to be upgraded to rifleman when we get nationalism?
 
Chamnix - did you check the Military Adviser after finishing the attacks? It doesn't matter too much, as we have pinned down KISS's Military strength to within 20 points, but I'm concerned about KISS extrapolating our strength.... not that we can control that, of course.

I guess I'm just rambling.
 
I didn't check after every battle, but I did check periodically, and we were strong to both Dnuts and KISS every time I checked including now.

@lost civantares - the hoplites are for whatever we need them for. We were planning on upgrading to rifles, but if it turns out they are better used as shock troops, we can do that. What do you think their best use would be?
 
I'm wrapping things up now - fe3333au wanted KISS to be able to read his note before they got the save. If you want to send it now, General_W, go ahead. The save will follow shortly.

Edit - nevermind, I'm sending it....
 
I'm surprised that we're still strong. I remember reading that the Adviser calculations involve the HP of each unit. I'm not going to ask for a current tally of all the units and their status, so don't worry.

When you compose the State of the Empire update, the Military report will be post-play, correct?
 
The military report will be post-play. I'm not sure if current hp matter in the calculation, or if it is just based on reg/vet/elite.
 
I will admit that I shed a tear when I saw the last couple screen shots. I really believe that this will go down as the greatest turn of the war. MIA is truly in a Golden Age.

I wish I could be on the KISS forum tonight - I'm sure there will be some heated discussions and some powerful emotions. I can't believe they left themselves so undefended - we better brace for their counter-attack. There must be something up their sleeves.
 
I think the military calculation is only based on con/reg/vet/elite.

Also remember that even though we lost some cavs, KISS lost a lot too - so it is unlikely they will be able to tell our strength.
 
gbno1fan said:
we better brace for their counter-attack. There must be something up their sleeves.
That is what I keep on thinking, but you wouldn't think that they would leave so many cities like that, it be the closest ring to us that they would want to do that at you would think...

And since you asked for my thoughts on the hoplites...

I know that with the rail network we can just about bring anything to any of our new cities, but with over a 100 workers just how important is 6 workers? How valuable are they to us? so that we leave a sizable stack of units on them, but not on vunrable cities?
 
The beautiful thing about our position is that there are no vulnerable cities - every one of our towns (except now Senilityville and Swampland) has jungle in our territory between us and KISS. They can't attack anything without moving into our territory and stopping, so we have a chance to attack them or defend our towns before they move again.
 
just how important is 4 workers?
4 workers=40 shields=(what is it, 3 gold per shield?)120 gold.

Do we want to spend 120 gold to lose the workers? No.

Do we want KISS to have 4 free slaves, who don't count towards the unit limit? No.

*I will use this time (and many others) to thank Chamnix for teaching me quite a bit about the micromanagement in this game. You really have improved my gameplay!*
 
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