Turn 267
Possibly the final turn of the game and there is a touch of damp squib about it for us. dtay used Cavalry, Artillery and infantry to wipe out our stack - I wonder what we should have landed instead - or perhaps nothing would have done the job? The battle list reads from left to right. Also look what Commodore gave us in return for our Commandos.

The upside of this is that he's left a mere 8 Infantry in Sewer Jack. We have six Airships in range and Commodore had hit the seventh so our stack of 9 Cuirs and 18 Cav *should* clean up with about six or seven to spare. In my three sims I lost 7/7/7 Cuirs and 3/2/2 Cavalry in the process and any surviving units will be easy prey for Dtay's units. But these 2-movers are going out of style anyway...

Since survivors are likely to be killed anyway I'll promote CII and Pinch where possible.

C3 Cuir vs 17.6 C2 Pinch Formation Infantry 1% win/15% withdraw: LOSS with 5 hits!
C2 Pinch Cuir vs 17.4 C2 Formation Infantry 1%/15%: LOSS no hits
C1 Pinch Cuir vs 17.4 C2 Formation Infantry 0.5%/15%: LOSS 2 hits
C2 Pinch Cuir vs 20 C1 Infantry 1%/15%: WITHDRAW! 4 hits
C2 Pinch Cuir vs 17.4 C2 Pinch Infantry 3%/15%: LOSS 2 hits
C2 Pinch Cuir vs 17.4 C2 Pinch Infantry 3%/15%: LOSS 3 hits
C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 0 hits
C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 2 hits
C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 1 hit
C3 Cuir vs 17.4 C2 Infantry 2%/15%: LOSS 2 hits
Flanking 2 Cav vs 14.6 C2 Infantry 6%/56%: WITHDRAW 1 hit
Flanking 2 Cav vs 12.2 C2 Infantry 12%/50%: WITHDRAW 3 hits
C2 Pinch Cav vs 12.2 C2 Infantry 61%/12%: WIN without a scratch!
C2 Pinch Cav vs 12.2 C2 Infantry 63%/11%: WIN taking 2 hits
C3 Cav vs 11.8 C2 Infantry 59%/12%: WIN taking 2 hits
C2 Pinch Cav vs 11.8 C2 Infantry 63%/11%: WIN taking 1 hit
C1 Pinch Cav vs 9.0 C2 Infantry 83%/5%: WIN taking 2 hits
C2 Cav vs 8.8 C1 Infantry 84%/5%: WIN without a scratch
C1 Cav vs 4.8 C2 Formation Infantry 97%/1%: WIN with 1 hit
C1 Cav vs 4.6 C2 Pinch Formation Infantry 97%/1%: WIN with 2 hits

And we burn the city!

This stack of injured Cavalry is probably dead, but they served their purpose.

I revolted to Vassalage (costs 100 beakers and saves us 50 gold) so that we can get 16XP units out of Jamestown. I think I'm going to sprinkle the Great General XP because there might be another opportunity for hitting dtay cities next turn. If there isn't I'll put him in Jamestown and we can build one commando per turn. We have a lot of 14 XP infantry, our treaty with 2MetraNinja runs out next turn, and there are a lot of units to farm XP from in his coastal cities over here. It won't be next turn, but it'll be fairly soon...

And just in case this is the end of the game I'll give you some graphs:







Demos:

Top cities:

Victory info:

And a couple of overviews:


Maybe next game eh Fintourist?
Possibly the final turn of the game and there is a touch of damp squib about it for us. dtay used Cavalry, Artillery and infantry to wipe out our stack - I wonder what we should have landed instead - or perhaps nothing would have done the job? The battle list reads from left to right. Also look what Commodore gave us in return for our Commandos.

The upside of this is that he's left a mere 8 Infantry in Sewer Jack. We have six Airships in range and Commodore had hit the seventh so our stack of 9 Cuirs and 18 Cav *should* clean up with about six or seven to spare. In my three sims I lost 7/7/7 Cuirs and 3/2/2 Cavalry in the process and any surviving units will be easy prey for Dtay's units. But these 2-movers are going out of style anyway...

Since survivors are likely to be killed anyway I'll promote CII and Pinch where possible.

C3 Cuir vs 17.6 C2 Pinch Formation Infantry 1% win/15% withdraw: LOSS with 5 hits!
C2 Pinch Cuir vs 17.4 C2 Formation Infantry 1%/15%: LOSS no hits

C1 Pinch Cuir vs 17.4 C2 Formation Infantry 0.5%/15%: LOSS 2 hits
C2 Pinch Cuir vs 20 C1 Infantry 1%/15%: WITHDRAW! 4 hits

C2 Pinch Cuir vs 17.4 C2 Pinch Infantry 3%/15%: LOSS 2 hits
C2 Pinch Cuir vs 17.4 C2 Pinch Infantry 3%/15%: LOSS 3 hits
C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 0 hits

C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 2 hits
C2 Pinch Cuir vs 17.4 C2 Infantry 3%/15%: LOSS 1 hit
C3 Cuir vs 17.4 C2 Infantry 2%/15%: LOSS 2 hits
Flanking 2 Cav vs 14.6 C2 Infantry 6%/56%: WITHDRAW 1 hit
Flanking 2 Cav vs 12.2 C2 Infantry 12%/50%: WITHDRAW 3 hits

C2 Pinch Cav vs 12.2 C2 Infantry 61%/12%: WIN without a scratch!
C2 Pinch Cav vs 12.2 C2 Infantry 63%/11%: WIN taking 2 hits
C3 Cav vs 11.8 C2 Infantry 59%/12%: WIN taking 2 hits
C2 Pinch Cav vs 11.8 C2 Infantry 63%/11%: WIN taking 1 hit
C1 Pinch Cav vs 9.0 C2 Infantry 83%/5%: WIN taking 2 hits
C2 Cav vs 8.8 C1 Infantry 84%/5%: WIN without a scratch
C1 Cav vs 4.8 C2 Formation Infantry 97%/1%: WIN with 1 hit
C1 Cav vs 4.6 C2 Pinch Formation Infantry 97%/1%: WIN with 2 hits

And we burn the city!

This stack of injured Cavalry is probably dead, but they served their purpose.

I revolted to Vassalage (costs 100 beakers and saves us 50 gold) so that we can get 16XP units out of Jamestown. I think I'm going to sprinkle the Great General XP because there might be another opportunity for hitting dtay cities next turn. If there isn't I'll put him in Jamestown and we can build one commando per turn. We have a lot of 14 XP infantry, our treaty with 2MetraNinja runs out next turn, and there are a lot of units to farm XP from in his coastal cities over here. It won't be next turn, but it'll be fairly soon...

And just in case this is the end of the game I'll give you some graphs:







Demos:

Top cities:

Victory info:

And a couple of overviews:


Maybe next game eh Fintourist?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld