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[Spoilers] Harry Hydra Tours his Hit Charitable Thoughts

Turn 139

Queen Bitch. Spiritual is in the eye of the beholder.

This one is bordering Lewwyn, Donovan and Krill, so we just have to hope that our naval power deters an attack from those guys.


This is the last turn of our golden age and I'm hoping that everything is in place for the Astronomy bulb... We need to remember to bulb before whipping next turn. We're probably not going to be able to get Astro eot140 and O Death won't be able to whip it's galley then anyway, so we're doing logistics on the basis of an eot141 Astronomy. The logistics are perfectly straightforward by the way (large image that works best if you open it in a new window): https://dl.dropbox.com/s/ihkaqpli28cyj0a...attack.jpg

The final destinations of the boats aren't nailed down yet - one should head south to iv - but I'm confident we can have 2 boats at i and 2 at ii at least. I haven't quite got around to accounting for the units bound for theatre that already exist - see signs here as they shuffle their way towards Jimmy:


Demos and power. Lewwyn and Donovan are at peace again. Ouch. It's almost tempting to turn our attention to them before Superdeath...




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Turn 141

It turns out we needed Alphabet to bulb Astronomy, smoke so we're delaying just one more turn. Superdeath has a few longbows out and we'll have to dance around this trireme. It's possible that we'll need to pull out of the attack and hit Donovan then Lewwyn instead, but most of the SD target cities are on flat ground, so I'm still keen on the attack right now. More scouting is required.


Demos.


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Turn 142






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T144

Attack plans for Donovan. We're going to try to extort some cash from SD next turn.

Damogran
4 galleons:
- 6 CKN
- 3 Sword
- Sentry chariot
- 2 Trebs
Land t146.

1 galleon:
- 3CKN
Land or amphibious attack t147



Magrathea & Deep Thought
2 Galleys
2 Galleons
- 5 CKN
- 4 Swords
- an axe
2-3 swords hit DT t146, everything else lands SE of Magrathea.


Demos and power. Krill has Horchers out. Should we send a fish-fish deal or would that make him lick his lips and stab us?




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Turn 145

Our decision to switch target seems a wise one. Superdeath has whipped a lot of longbows, which we think is a bad look for him long-term, but means we're not getting through just yet. Unfortunately he hasn't got any money to extort this turn, so we'll have to try again next turn, after we've hit Donovan.


Speaking of hitting Donovan, it's amazing how easy it is to execute a plan that was only made one turn ago. Four galleons will unload 1N of Damogran next turn, the southern one adds 3 more CKN the turn after.


Hopefully it'll just take a couple of swords to capture Deep Thought, then we unload everything else SE of Magrathea. Donovan has a choice then where he sends his cat stack while we need to get reinforcements to the front quick to guard against it. If he adds another cat to it then things become really swingy at Damogran, if he advances on Magrathea we might even need to jump back in the water.


Demos and power.




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Turn 146

Started off by offering Superdeath white peace, he doesn't have any cash to extort and we can free up some CKNs to attack Earth if he accepts. Then we grab a screenshot of the stuff Donovan has before declaring war.


To business


- CR1 Sword vs Archer - 8%... LOSS (5 hits - down to 0.6/3!)
This is a great start - we'd only do this damage 1/4 of the time and that allows an axe to clean up:
- Axe vs injured Archer - 98%... WIN! (a few hits)
We get 34 gold and no infrastructure and costs go up by 8gpt. The city does have a fish though, so we're keeping it.

Next we drop off the first wave of units. The catapults and great general in Earth are somewhat worrying, but we've got lots more units to bring to the party. I think we'll take Damogran and Magrathea next turn, but if the cat stack moves then we'll have to decide what risks we're willing to take. Next turn is going to be exciting.


We got Monarchy this turn, but we're delaying a caste/HR revolt as a couple of cities have things to whip next turn. After that our tech options are:
a. Theology-Divine Right (Monk wonders, Theocracy and more religions as SPI!)
b. Drama-Philo-CS-Nationalism (drafted maces tongue )
c. CS-Paper-Edu-Lib (except we'd never beat Superjm, Krill or Gavagai)
d. HBR-Feud-Guilds-Banking (Knights! Vassalage! Then fix the economy. smile)

Perhaps the monk route would be interesting, but we think we need more land and right now Donovan and Lewwyn are weak. It might even be possible to crack Superdeath in 15 turns or so with a stack of knights.

Demos and power. Gavagai started a golden age and is running Pacifism and Vassalage. Also I'm enjoying showing the power graph every turn.




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Turn 147

Superdeath accepted peace and I offered open borders again. Meanwhile Donovan ran away.


First things first, lets have that city. We get a granary and 170 (!) gold.


I don't think Donovan realises our CKNs can take G2.  One CKN charges over the hill.


- G2 CKN vs Axe - 94%... WIN! (2 hits - down to 4.1/6)

He's up to 10XP so if he survives then we've got our heroic epic unlocked next turn. Meanwhile the chariot hits the other axe:

- Sentry Chariot vs axe - 96%... WIN!! (3 hits)

Then a couple more CKNs take G2 and hit some warriors.

- G2 CKN vs Warrior - 99.99%... Flawless win!
- G2 CKN vs Warrior - 99.99%... Flawless win!

At Magrathea.


- Green CKN vs Archer - 25%... LOSS (3 hits and 2 collateral)

Swords get 40% now but we'll try another CKN as the odds are slightly better:

- C1 CKN vs Archer - 50%... Narrow loss banghead
- CR1 Sword vs Archer - 47%... LOSS (3 hits)
- Sword vs Archer - 98%... WIN! (1 hit)
- CR1 Sword vs Archer - 99%... WIN! (1 hit)
- CKN vs Archer - 99%... FLAWLESS WIN!!!
Magrathea comes with a lighthouse and forge along with 152 gold. smile

A bit of unit shuffling leaves us with the map looking like this. Donovan added a fifth catapult at turn roll, if he hits our stack with all five and then with his axes I think the likely outcomes are that we lose 1-2 units with an outside chance that he wins 3-4 fights. When we add three more units next turn our odds improve.


Donovan's last city isn't very interesting. We'll leave it to Lewwyn to conquer. Obviously we killed this galley


Demos and power. At the end of turn we revolted to HR/Caste/OR, meaning that Amazing Grace and Babylon's Burning can keep growing.




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Turn 148

Donovan attacked with his cats and gave 2 more of our CKN's 10XP. They'll promo-heal next turn, then we'll try to take the city on t150. G3 is pretty great for that purpose. smile This turn our only action was killing a couple of triremes at 98% odds.


Invisible to the north is a small strike force of 6 2-movers that Lewwyn has positioned to hit Earth when the culture falls away. We're ferrying spears over and will make that attack on Earth look unpalatable. Lewwyn is our next target though and getting the sentry chariot to take a look through his lands would be very useful.

Demos and power.




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Turn 149

I forgot to take a pic of Donovan's forces. Oops. (He has 2 Xbows, 6 axes, a few archers and some warriors.) We should take Earth next turn, and can parachute 2 spears and 3 fresh CKN straight in there. We've also got 3 spears to cover our attack stack with, so Lewwyn's horse archers aren't a worry.


Demos and power. Gavagai has knights now, so he's got to be planning an attack. Will it be OT4E, Mr Cairo or Superdeath?




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Turn 150

So what did Donovan do this turn? Attacked our flat-ground troops with a catapult that withdrew frown. In spite of that I'm fairly confident that we can take the city this turn...


First we soften things up a bit.
- Treb vs CG2 Xbow - 21%... Loss (1 hit, 6 collateral)
- Treb vs CG2 Xbow - 23%... Loss (1 hit, 6 collateral)
- Barrage Treb vs CG Archer - 29%... WITHDRAW! smile

That's not as many hits on the xbows as I hoped. Now our Guerilla 3 CKNs get the best combined odds and will apply collateral even if they withdraw, so they're up next:
- 5.7/6 G3 CKN vs CG2 5.0/6 Xbow - 12%/44% withdraw... WITHDRAW! (1 hit on the xbow)


- 5.1/6 G3 CKN vs CG2 4.5/6 Xbow - 22%/39% withdraw... LOSS (4 hits! soooo close to a kill)

Let's use a sword to protect a CKN from a coinflip battle:
- CR2 Sword vs CG2 4.1/6 Xbow - 39% ... LOSS (only 1 hit frown )
- C2 CKN vs injured Xbow - 90%... LOSS (bah! shouldn't have bothered!)
- G3 CKN vs C1 cover Axe - 42% (29% withdraw) ... WIN!!!!!!! (2 hits)

Two G3 CKN's surviving is great news! But at this point we have 15 units to kill (6 axes, 2 archers, 2 xbows, 4 warriors and a catapult) and 11 units in our stack, 2 on flat ground and 2 swords on a boat. We need to win every fight...

- C2 CKN vs C1 cover Axe -90%... WIN!!!!!!! (2 hits)
- CKN vs archer - 91% ... WIN! (1 hit)
- C1 CKN vs cover axe - 93% ... WIN! (1 hite)

- Chariot vs axe - 95% ... WIN! (1 hit)
- CKN vs cover axe - 95%... WIN! (1 hit)
- CR2 Sword vs c1 axe - 94%... WIN! (2 hits)
- CKN vs c1 Axe - 94%... WIN (1 hit)
- CR Sword vs CG archer - 99%... FLAWLESS WIN
- CKN vs xbow - 99%... FLAWLESS WIN!
- CKN vs cat - 99%... FLAWLESS WIN

Can we take Earth this turn? We have 5 units to kill (xbow and 4 warriors) and we have 2 chariots in our main stack, one badly injured ckn on flat ground and the 2 boat-Swords...


- CR2 Sword vs xbow - 99%... FLAWLESS WIN!
- CR1 Sword vs warrior - 99%... FLAWLESS WIN!
- C1 CKN vs warrior - 97%...


Wow! WIN!
- Medic chariot vs warrior - 99%... WIN (3 hits)
- Sentry chariot (not over the river) vs warrior - 98%... WIN!




That was a lot closer that I would have liked, but we got it and we moved in lots of reinforcements to cover our injured units and the city. The shrine isn't as good as we'd hoped, but with a bank in here and some missionaries spreading the religion to our mainland it will improve. Other good news - Donovan let us have two workers and we got a great general who we'll rush to the front for a supermedic because we don't want to stop there...

It looks like Lewwyn has four cities on this island. With Clean Bandit on an island that leaves (up to) ten mainland cities up in the north. I'll bet that the double-silk city is his capital.


His power is so low that we think the majority of his materiel is in The XX. If we spend a couple of turns healing everything up in Earth, then send some boats up the west coast and some around the east then perhaps we can hit his home continent and make big gains against lightly-defended cities? Or should we grab the island first and worry about his mainland later? Earth won't pop borders for six turns, so until then we need to be very wary of Lewwyn hitting us first. If he moves his Horchers to scout us should we try to kill them all in the open?



Oh, another fight!


- Galleon vs trireme - 98%... WIN! (2 hits)

Demos and power.




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