This turn. This was a good turn. It also is a prime example for snowballing; where one good roll
leads to a whole mess of nastiness raining down. Sorry LT; I was planning on doing this to Pin even before you took over. 
Here's the start. LT withdrew his little feint force back to the woods but I'd farmed them of all I needed, just the one great general (hard to see, just behind Scarlet Citadel). Couple that with lots of fresh new 5xp monsters from the barracks/Vassalage empire, we're ready to play now and to hell with waiting for knights. That galley is loaded with two aggressive 5xp swords, AKA death incarnate.
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CG2/Drill 1 archers ought to be good defenders, right?
The first move is the worst move for the poor Turks. Pindicator was pushed forward heavily and only kept his wonderful Stonehenge city of Breakside guarded by a single archer. I moved three longbows and the horse archer out, merged with the horse archer, and then moved one more forward. Bingo, nothing but an archer. And here's where I got lucky; I'll always take a 25% shot to kill a city that nice, but when it's combined with the perfect opportunity to literally advance the entire front? Most definitely. We thus promoted C2/Morale, and...
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Breaksido delenda est.
Now, we're in the risky side strategically, although tactically we're wonderful. See my borders? That's a pink morass trapping Turks in on their aggressive forward positions. And also, there's a reinforcement road now opened up. So let's open things with our amazing 10xp longbows...Guerrilla 3 time baby! Don't even need the awesome withdraw this time; win, win, win, then a chariot cleans up the last axe on yon hill. Sullen in those woods, there does lurk an unpromoted chariot...so my second C1 chariot uses the now-open road to reinforce ex-Breakside.
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Combat line would have been better, but come on, G3 is fun.
So it goes. But we've got a second Ottoman city in the region, a size eight monster named Ecliptic. We're not going to take it out this turn, but...we're going to set up a next-turn takeout, dependent on what awfulness gets whipped in. Despite the drill and CG2 and innate +30% against swordsmen...my amphibious swords still get odds on them. So two archers down, just a zero-promotion axeman left, with all my horse units able to strike next turn too. I offer LT peace for Ecliptic.
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EAST ASIAN SWORDSMEN LOOK SO AWESOME YOU GUYS.
Whew. So that was a tremendous turn. Crushing win ratio, yes, but after the first win everything else was at least positive survival odds. Snowballs snowball. And that is one hell of a way to ring in the new millennium. And as it is, capture gold sees us to directly to chucklenaughts, no stops. Knights next.
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Who needs this "waiting for Machinery/Guilds" business?
I'd be a lot more worried, but I'm running around with 50% more power than the next highest soldier count. And I'm not exactly loaded with superstacks, as you can see. Middle position's got to keep himself safe, y'know? On the plus side, one more victory anywhere will net me yet another great general.
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Imperialistic winning attacking battles within his own territory. It...has effects.
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
Here's the start. LT withdrew his little feint force back to the woods but I'd farmed them of all I needed, just the one great general (hard to see, just behind Scarlet Citadel). Couple that with lots of fresh new 5xp monsters from the barracks/Vassalage empire, we're ready to play now and to hell with waiting for knights. That galley is loaded with two aggressive 5xp swords, AKA death incarnate.
CG2/Drill 1 archers ought to be good defenders, right?
The first move is the worst move for the poor Turks. Pindicator was pushed forward heavily and only kept his wonderful Stonehenge city of Breakside guarded by a single archer. I moved three longbows and the horse archer out, merged with the horse archer, and then moved one more forward. Bingo, nothing but an archer. And here's where I got lucky; I'll always take a 25% shot to kill a city that nice, but when it's combined with the perfect opportunity to literally advance the entire front? Most definitely. We thus promoted C2/Morale, and...
Breaksido delenda est.
Now, we're in the risky side strategically, although tactically we're wonderful. See my borders? That's a pink morass trapping Turks in on their aggressive forward positions. And also, there's a reinforcement road now opened up. So let's open things with our amazing 10xp longbows...Guerrilla 3 time baby! Don't even need the awesome withdraw this time; win, win, win, then a chariot cleans up the last axe on yon hill. Sullen in those woods, there does lurk an unpromoted chariot...so my second C1 chariot uses the now-open road to reinforce ex-Breakside.
Combat line would have been better, but come on, G3 is fun.
So it goes. But we've got a second Ottoman city in the region, a size eight monster named Ecliptic. We're not going to take it out this turn, but...we're going to set up a next-turn takeout, dependent on what awfulness gets whipped in. Despite the drill and CG2 and innate +30% against swordsmen...my amphibious swords still get odds on them. So two archers down, just a zero-promotion axeman left, with all my horse units able to strike next turn too. I offer LT peace for Ecliptic.
EAST ASIAN SWORDSMEN LOOK SO AWESOME YOU GUYS.
Whew. So that was a tremendous turn. Crushing win ratio, yes, but after the first win everything else was at least positive survival odds. Snowballs snowball. And that is one hell of a way to ring in the new millennium. And as it is, capture gold sees us to directly to chucklenaughts, no stops. Knights next.
Who needs this "waiting for Machinery/Guilds" business?
I'd be a lot more worried, but I'm running around with 50% more power than the next highest soldier count. And I'm not exactly loaded with superstacks, as you can see. Middle position's got to keep himself safe, y'know? On the plus side, one more victory anywhere will net me yet another great general.
Imperialistic winning attacking battles within his own territory. It...has effects.
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
I write RPG adventures, and blog about it, check it out.