Very quick noob SG

Everyone cheers - its finally here!! I hope this report isn't a let down, its just been a crazy week (we're not in college anymore toto!!)!!

IT:

Since we don't have cavalry, I decide to forgo research electricity, and start rocketry. This will let us upgrade (I think) to gunships from conqs...

Everything else looks peachy even though I do some MM where it seemed good. I'm going to really focus on the battles if possible and not the mundane city stuff because I don't have 4 hours for this turn set :)


Turn 1 (1858AD):

I think this war may take longer than you think - the Japs are sending a stack of grens at us. While not much, they have the advantage on their land and I don't want to move units in foolishly. I decide to keep/move the units in nara, to heal and to wait for healed infantry. I think a stack of conqs would be vulnerable. The down side to this is that they send stacks at the city, but we have enough good units there...

Turn 2 (1860AD):

To be honest with you, I'm unsure of my skills with this kind of warfare, so we'll see what happens...

I'm consistent with my decision to stay in nara, and I waste a stack of japanese units without a loss (i killed 5 units I think)... All of this while other units are healing. In a turn or two, I'll have all healthy units, the boats will have brought down culture defenses, and toku will have less units...


Even still, I start stacking units and moving toward next city - we just have so many units :)


First Stack... Since I don't know much about toku's land yet, I opt for quantity of stacks instead of size (becuase that doesn't matter right)...

mystack0kv.jpg


Oooh, the japs land some grens by Santander - I'll have to upgrade those defenders real quick - a longbow and a conq!!

Turn 3 (1862AD):

Stack is next to city now...
Kyoto is down to 18% now...

I decide to let that small jap stack at santander (2 cats and a gren) attack me - although I had 76% with infantry - one bad roll and could lose a city...

Turn 4 (1864AD):

Cat suicides on our huge stack - a few units lose a couple strength... nothing
It takes one artillery to get city to 0% so I"ll attack...

Battle for Kyoto:

takingkyoto5oy.jpg


LOL when your artillery has a 98% chance to win - you gotta love that!!

Not a unit lost! Kyoto taken - a size 17 city!!!

Everything else looks good - I cycle throught the cities to check everything. I may actually stop buildin units for 5 turns soon and build some infra then switch back and build more - maybe not we'll see...


Turn 5 (1866AD):

I take care of the threat at santander...

Jaen expands borders to put some real pressure on Fustat...

Qin starts a golden age...

TOKU HAS RIFLES NOW!!! Oh thats right, we're two turns away from gunships :) Seriously, Japan is too easy...

Look at this pic: I'm going to take Osaka next, and then see whats in the dark area. I have smaller stacks up north by tokyo, because I espect less resistence and culture defense. There is also a tiny stack (art,machine,inf) down south to cause trouble...

<and the screenshot disappears!!>

Part 2 on its way...
 
Turn 6 (1868AD):

Ok, somehow I lost track of turns, but its 1870 - its not that I didn't do anything this turn, its that apparently it didn't exist!!!

Turn 7 (1870AD):

Hmm, the defenses deserted Osaka? They must be sending a navy attack at me - I'll be ready (hopefully - i've been building ships here and there).

inosaka1vl.jpg


Osaka's defenses are gone...

AHH, here is where are the units went - luckily I have a destroyer there, but they'll still land - I'd need 3 destroyers... Hopefully I can beef defenses enough there...

tokunavy5yy.jpg


I managed to take out the frigate with first destroyer, and pulled another one over by giving it +2 movement upgrade and took out the galleon with gren!!

LOL now all they have is 2 knights and an xbow...


Turn 8 (1872AD):

Rocketry in -> start electricity for indus later and tanks!!

Ah yes -> ALL MONEY TO GUNSHIP UPGRADES!!!

Seriously, we are insanely powerful with many troops - its just a matter of logistics...

Turn 9 (1874AD):

OK, The battle of osaka...

osakataken8dm.jpg


Easy one, its ours...

The battle of Tokyo...
tokyotaken5pg.jpg


Another easy one...

We pop a great scientist and I decide to use him for electricity research since game won't last much longer...


Turn 10 (1876AD):

There are just units everywhere - period...

Killed various units...

Here's the deal:

- We are still at 40% land, but in 6 turns - we'll have three HUGE japanese cities online - with our culture, that will mean lots of land %
- You will be able to take the southern jap city (teo something) next turn
- There are literly dozens of units about - the japanese won't put up much of a fight
- Electricity in 2 and then we can research tanks!!!
- Sorry if there are any goto's left - I try to keep them to my turn but I know there is a couple I can't find

Screens:

japanwhatsleft24jc.jpg


victoryconditions0sd.jpg


Roster:

player 1: Maquis ----
player 2: oldbustedjorn ---- Just Played
player 3: eektor ---- UP NOW
player 4: GreyFox ---- Garunteed to get some fighting in...
player 5: bobrath ----

Good luck!
 
I just enjoyed seeing a carrier off Japan's West coast near some very lightly defended cities!

That 6 pop city just SW of Genghis' 13 pop city will prolly revolt soon after we take it. I'd suggest just raizing it instead. No sense wasting culture/money on it. When we do, realize that Gegnhis' culture will probably close off that land bridge since we don't have open borders with him.

QSH will declare on Toko for cheap (300 gold I think I saw last night). Might be fun to do that and it will improve our relationship with him. There's no way QSH capturing cities will get in the way of our domination victory (imo). And if it makes him cheaper to declare on Genghis.. then things aren't so bad.f
 
Nice turns oldbustedjorn.

My goal for this turnset is to set up the game so that we trigger a domination victory on the first turn of GreyFox's turnset. :joke:

I will try to finish off the Japanese, but not sure if I will be able to. I think this game is going to continue to at least bobrath's turnset and GreyFox will definitely get some action even if I have to declare war on GK to get it :D

This turnset looks like its going to be a lot of fun. I can't wait to get started.

@bobrath - Yeah, I think razing that city would be a good idea.
 
I just looked at the save:

Nice job sneaking a strike force into teo-whatever :goodjob:

But why do we need so many gunships?

We do not have enough units with healing capabilities though. I suggest building an extracheap unit (perhaps the explorer) just to give it the medic promotion.

I really pity Saladin's andwiched city though ... the only purpose he settled is to grab the coal and crabs ... and they are all ours! Too bad we expanded too fast, would be better if he improved those resources for us first, before meekly handing them to us ... (not that we can work on them, but still .... ;))
 
I just enjoyed seeing a carrier off Japan's West coast near some very lightly defended cities!

Yea, I really never used a carrier before - as far as I know, its just for holding planes. I was thinking that we could rebase some of the planes we have to the carrier for better access - I could be way off on that...

but I hope you are building units to resupply the war

I never stopped building units, just slowed it down a tiny bit. I tried to vary the types of units built, and I transported them either by air or the three transports between the continents.

But why do we need so many gunships?

I like them! I actually didn't build that many, but I find that when you have a tech advantage, gunships are awesome - fast and still deadly (24 str I think)...

As I said in my write up, I'm not that sure of my late-age combat skills. I did try to make sure we had at least one medic unit in each stack...

The other thing you have to remember, is that we are facing riflemen - I was attacking with gunpowder promoted artillery and not taking a scratch! I'm sure the mongols will be a bit tougher. Speaking of them, can we scout them with planes even without OB? If we can we should do that real soon...
 
I never liked carriers, but they are useful.... only if they hold planes!!! :lol: what's the point of building carriers without any fighters on it?

On second thought, gunships might be a good choice ... hell, what would I know? I've ZERO war experience :lol:

I vaguely remember you can recon non-enemy-non-open-border territory with planes. That's the purpose of recon, right?

Hmm... it really seems like I am going to get a war on my hands afterall ... with only 10 turns, I don't think even eektor can conquer that much!! Perhaps the Oracle is wrong ... or, perhaps it is bob who is going to trigger the victory on his first turn :lol::rotfl::p

* rolling up foxy sleeves in anticipation * Who shall we attack next? Saladin? Ghenis Khan? or all 3 of them just for the fun of it? :wow:

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I was banking on the fact that we could "rebase" the planes in the carrier - so I thought I'd give the carrier a headstart... That would be nice to know - especially when bombers come around.

Take 'em all down GF... :hammer: :hammer: :hammer: :sniper:

(Warning: Gratuitous use of smileys above - not recommended for children under 13)
 
I didn’t go in detail what each city was building, but I focused mostly on military. I built mostly infantry with some gunships, artillery, and sam infantry. I focused on building the railroad on the other continent to get troops to the battle front quickly. Here it is:

Turn 0: 1876 AD

Turn 1: 1878 AD
Rebased fighters to Tokyo to help bomb Izuma and Satsuma.
Started working on railroads to Japanese cities.
Teoihuacan captured.

View attachment 116684

Got to love those odds!

Turn 2: 1880 AD
Electricity was discovered. Researching Industrialism now.
Discovered the city of Nagasaki a small city north of the continent. We can’t let the Japanese off the hook so easily. Made plans to take it out.

Turn 3: 1882 AD
Izumo was captured and razed.
Asked the Chinese to help with the war for 310 gold. (They didn’t really have a chance to help out but I figured it would help cement our friendship.)

Turn 4: 1884 AD
Nagasaki captured and razed.
Satsuma captured.

View attachment 116685

Izumo and Satsuma fell pretty easily. Edo on the other hand had lots of defenders. When my stack finally got their it got catapulted and injured. I had to wait for the capture of Satsuma and send some troops to help out.

Turn 5: 1886 AD
A new silver resource appears near Zaragoza.

View attachment 116686

Turn 6: 1888 AD
 
Turn 7: 1890 AD
When the reinforcements arrive Edo was captured.

Turn 8: 1892 AD
Nagoya captured. (I sent a transport with 1 gunship and 3 infantries to capture this city.)
Kagoshima captured and razed.
The Japanese civilization destroyed.

View attachment 116688

:ar15: :hammer:
:beer:

Turn 9: 1894 AD
Time to get the armies ready for GreyFox’s conquest. Healing up the armies.

Turn 10: 1896 AD

View attachment 116689

Uhoh

View attachment 116690

View attachment 116691

After turn comments:
Nagoya is in serious trouble of revolting to the Mongols. I suggest declaring war on the Mongols and take them out. Most of the military is in Edo. (Enough to do 3 stacks I think.) Nagoya and Teoihuacan are sufficiently protected, I think, if you declare war on the Mongols. I have about 3 transports around Cordoba that can do a quick 1 turn trip from the mainland to the other continent. With the railroad system being setup we can transport troops very quickly. I also have 2 transports on the other side if you want to do a behind the lines attack and capture some cities. I was building a carrier and two fighters to go into that carrier to help out. The other carrier is there with the two fighters. I did a recon of two Mongol cities that last turn so you know what you would be up against. Well, I tried to set you up as best I can.
 
Sweet turns eektor!! Way to :hammer: the japs...

I wouldn't worry about that city flippling as I think GreyFox will be more than happy to put the mongols our of their misery entirely!!

Could you post a screen of the victory conditions? If not, thats ok, I'll just download the save and look for myself...

Again - great turns...
 
Hey not bad 7 cities in 10 turns!

I need to work on my writeup. See if I can make it more entertaining. I'll work on that for VQ02 since this is definitely the last turnset I'm doing for this game.

Edit: Last I remember we had 44 or 45% of the land we need 64% to win. I think with the Mongols out of the way we should have that just fine.
 
Great job killing the Japs! :goodjob:

Once again, the war ends before me and I have to rebuild again :aargh:

Oh, wait, you mean I get to declare on Mongols to save Nagoya? ... alrighty then :lol:

QSH must be damned pissed off marshalling all his troops north, and then: "hey, where are the enemies? Extinct? What do you mean the Japs went extinct?" :rotfl::lol:

Ok, Mr 1st Emperor of China, let's see if you can react faster to the mongolian war :D

I am in LInux now, can't look at the save, will probably reboot and play in 2 hours time. Curiously wondering what is our land area % now ... It is not 63.98%, right? Right? RIGHT? (If it is, first thing I will do in the herited turn is to give away some cities to QSH ... :lol:)

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Just checked save file:

43% pop needed - we have 52.69%
64% land needed - we have 44.46%

Satsuma out of revolt in 3
Edo out of revolt in 6
Nag... out of revolt in 2

All other jap cities have made their first culture pop. So I think taking down Genghis will be a faster way to arrive at 64%. Reduce his control to make ours bigger.

If I get a chance to play... it will be to ride out the culture clock to our domination win. (btw why was culture set so low in the save?)
 
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