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Adventure 60 sponsor's comments and scoring

I love fighting hammer. Especially with the shiny toys you get in the modern age. Unfortunately it seems like RB doesn't and most people think of modern warfare as an unpleasant slog. We've got amazingly detailed descriptions of how and why to do almost everything in the early game, but by late-game it seems like turns take so long to play that there's just no time/energy to report. So what I'm hoping here is to see a bunch of different approaches and ideas to allow me to crib as much as possible for future games thumbsup

I was also really hoping to put a shadow game together, but between Young Harry and PB13 just haven't had enough time frown.

Anyway the idea with this scenario is that it's a cramped map with other civilizations targets on every side. You have enough overflow beakers to get to some important techs, and each of our targets has some cool wonders to bag.

- Boudica had Three Gorges Dam and Pentagon. Powering the seven cities that don't already have a coal plant will add about 300 hammers per turn, while the extra Pentagonal XP might not be immediately helpful if you plan to switch to Theocracy. She has a lot of Guerrilla Infantry and a few Cannon around, and in my test runs she had Fighter planes very early on.
- Mao had Notre Dame, Broadway, Rock n Roll and Hollywood. All handy if you're going to start drafting hard. He's got a lot of ancient trash, and it looks like someone is guarding the pass...
- Tokugawa has The Kremlin, which is useful if you're in Slavery or Universal Suffrage, but not otherwise. Tokyo is practically unguarded but with five modern units that I can see we'll need a decent force to hold it. And there are mountains in the way.
- Justinian has Cristo, Shwedagon and Pyramids, to save anarchy and researching Democracy or Fascism. Again lots of infantry, with rivers in the way.

On the civic and tech front you've got a lot of units to build and a lot of fighting to do, so Police State would top my wish-list. Nationhood allows you to produce cannon fodder, Caste is good until you have the Kremlin, I can't decide between Mercantilism and Free Market - State Property would be nice for the food boost, but its a costly tech, Finally Theocracy is going to give us important extra XP. To effectively kill Justin and Boudica I think tanks will be necessary, Mao won't be too hard to beat with what we already have, while Toku is an unknown, but Paratroopers could be the key.

So if I'd played it out my plan was to grab Fascism on T305 (the first turn) while building Fighter planes, revolt to Police State/Nationhood/Theocracy on t306 and start drafting infantry (to help reduce the starvation problems) and building Paratroopers, then get industrialism for the tanks. The first target will be Mao, just because I think we can take him straight away and there isn't much of a happy cap for drafting with. After him it's either Justin or Toku, then finally Boudica, once the army is veteran.

Having read the other reports it sounds like Paratroopers and Bombers would have been a better combination, but obviously Nukes and four hours yikes of planning is the best team! (So far...)

I'll wait until tomorrow to collate the scores since we've got a few hours left for report posting. Thanks everyone for playing.
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Score time! We have nine completed games so I'm looking forward to comparing scores, tactics and tech paths.

On our podium GermanJojo starved his civ to third place. He got the top score of the non-nuke Para-droppers. With Artillery helping him wreck the big stacks of Boudica and Justin and letting him finish in just 18 turns.

Silver medal goes to Timmy who used bombers and Infantry to wade through opposition territory. From what I could see it was a masterclass in SP tactics - milking the AIs before persuading them to make the mistakes that they love to make and sweeping in to victory...

Our winner though is:

dance elephant dance elephant dance elephant dance elephant dance elephant dance
multidance Cornflakes multidance
dance elephant dance elephant dance elephant dance elephant dance elephant dance

Whose willingness to massacre the innocent civilians of both his own civ and the opposition in an atomic holocaust sees him crowned king of modern warfare crown. Lets all pray he never rises to a position of power in the real world mischief.

So trying to figure out what the best strategy was from this is tricky. I have a feeling that if the Japanese had been a bit stronger we'd have got a bit more variance in results, but it's fascinating that Paras/Arty, Bombers/Infanty and Nukes/Paras all scored fairly similarly. Cornflakes - if you'd known about para-dropping straight into empty cities would you have scored higher? As ever it looks like collateral is king, with nukes being the kings of collateral.

Here is the scoreboard - has anyone got any other thoughts?

PlayerTokyoBeijingConstantinolpeGeroviaTech PathScore
Cornflakes 316 314 316 316 Fission->Fascism->Rocketry-> Mil Sci 138
Timmy 311 314 317 323 Communism->Radio 135
GermanJojo 311 318 315 323 Fascism->Artillery 133
Compromise 318 320 322 322 Fission->Fascism 118
AutomatedTeller 315 315 322 331 Radio->Fascism->Mil Sci->Ind 117
Miguelito 322 314 318 330 Radio->Communism->Fascism->Mil Sci 116
Lkendter 325 313 337 343 Radio->Artillery->Ind-> 82
Cheater Hater 350 315 350 350 Industrialism->Biology->Artillery 35
TheSunIsDark 350 323 350 350 Fascism->Military Science->Industrialism->? 27
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(June 5th, 2014, 06:04)Old Harry Wrote: Cornflakes - if you'd known about para-dropping straight into empty cities would you have scored higher? As ever it looks like collateral is king, with nukes being the kings of collateral.

In the end it didn't make any difference in timing because I was able to get enough GG's for the Commando XP, and Tokyo was only one tile inland. If Tokyo had been further inland then the Morale trick wouldn't have worked. Or if nukes actually destroyed roads/rails, which to me would make sense, then para dropping would have made a difference.
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I'd like to see the scoreboard with turn numbers relative to the start of the scenario. So Cornflakes' turn 316 would be 11. That would highlight the differences much more clearly.

Also with the spellings of Constantinople and Gergovia fixed. wink
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(June 5th, 2014, 09:16)T-hawk Wrote: I'd like to see the scoreboard with turn numbers relative to the start of the scenario. So Cornflakes' turn 316 would be 11. That would highlight the differences much more clearly.

Also with the spellings of Constantinople and Gergovia fixed. wink

Done.

PlayerTokyoBeijingConstantinopleGergoviaTech PathScore
Cornflakes 11 9 11 11 Fission->Fascism->Rocketry-> Mil Sci 138
Timmy 6 9 12 18 Communism->Radio 135
GermanJojo 6 13 10 18 Fascism->Artillery 133
Compromise 13 15 17 17 Fission->Fascism 118
AutomatedTeller 10 10 17 26 Radio->Fascism->Mil Sci->Ind 117
Miguelito 17 9 13 25 Radio->Communism->Fascism->Mil Sci 116
Lkendter 20 8 32 38 Radio->Artillery->Ind-> 82
Cheater Hater N/A 10 N/A N/A Industrialism->Biology->Artillery 35
TheSunIsDark N/A 18 N/A N/A Fascism->Military Science->Industrialism->Artillery 27
Okay Mansa, I'll take Printing Press for Liberalism. Now where did I put my cannons?
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Lot's of fun.

One thing I forgot to mention was that I didn't realize that bombers couldn't cut roads, which surprised me a lot, since destroying communication lines was an important part of WWII bombing campaigns in Europe.

Great fun, Old Harry - thanks a lot.
Completed:  PBEM 34g (W), 36 , 35 , 5o, 34s, 5p, 42, 48 and PB 9, 18, 27, 57

Current:  PB 52.  Boudicca of Maya
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