January 13th, 2013, 23:29
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(January 13th, 2013, 23:20)Qgqqqqq Wrote: So long as its *long,* you're doing fine.
Hah, well, we'd all prefer a short, victorious war, but we'll see. What I think most likely (~30%) is that we're in for a long grinding war that eventually sees me killing them just in time for East Indiamen from the Dutch in the north.
January 14th, 2013, 00:59
(This post was last modified: March 12th, 2014, 15:18 by Commodore.)
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I poked my head in after they played out of curiosity, and was greeted by a peace treaty, of all daft things. Diplo pane did point out that they're on city #6 already, yikes and all that. Still, it's a backliner (easy to spot in the north with a forest disappearance near clams)...but yeah, we need to redress the imbalance before peace. They had also tried to get rid of the top defending archer with their terrifying cover impi...
Right. That's the second slightly-better-than-coinflip odds they've lost to of late, keep it up lads. A possible defensive route to McDonalds is shown, by the way, as are possible advanced pink dots. IC-TR village first, though. When it's my turn to move next turn, I'll explore the tactics a bit more...no double-moving allowed in this house.
Also, we're nearing the end of the lurker list for units, c'mon guys. Adbekunkus' Axes and The Sad Gits are next, then it's memorials I suppose.
January 14th, 2013, 01:35
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Farewell brave chariot, dead men riding.
January 14th, 2013, 01:48
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(January 13th, 2013, 23:04)Commodore Wrote: Well, let's give Ceiliazul a hand! Here's to trading hammers 25vs.35, and taking an impi into the yellow to boot!
January 14th, 2013, 14:48
(This post was last modified: March 12th, 2014, 15:21 by Commodore.)
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Well you all saw along with me the news of the turn, a big thunderous wet "fail" sound of an impi going splat. Insult to injury? Boldly's Bowmen, after promoting, need only this turn to heal back to full thanks to the popped Willowbrooke borders. If we so choose, we can probably wipe out Subway next turn.
(January 14th, 2013, 01:35)Nicolae Carpathia Wrote: Farewell brave chariot, dead men riding. ...yeah, probably. Chariots in impi-land tend to have the life expectancy of spit on a hot griddle, for whatever that's worth. You'll be reborn again like Thoth, no worries. I have a fair few axes now including the one on the northern front, but logistics is a big of a pain here. They're all slowly amblin' ever forward.
If I am able to crush Subway I need to move forward fast afterward; McDonald's needs to be under siege before all that lovely defensive cover is chopped into axes and impis. I'm playing around a bit here trying to get them to take more risks, basically I'm okay if both easterly archers bite it as long as they inflict harm upon Subwaysian defenders first.
Nearer to the front, it's ticklish to balance infra (granary, really) and more close troops. Hidden Valley will get its spear chopped next turn, overflow into the granary, and then take the next chop to finish the axe. If we successfully kill Subway we'll need a workboat for the crabs up there, and then at size 4 we can probably build a settler for the original pink dot copper/sheep location.
If there's one thing I know about grinding ancient-era wars at tech parity, its that you cannot stop growing. Here's the demos with us back to full-fledged teching, by the way, we're still doing pretty decently. Looking at the import-exports shows the mild effect of Open Borders on Pindicooter's economy, which is probably almost nil to Azza with his island IC-TRs. MFG still solid, once we get both capital mines online we'll be tops, and although CY ain't the best, it's decent. Soldiers, verruh nice, but those should fall soon.
Speaking of Mr. Azza, he's poked around down on the other side of our lands, which is swell I guess. Sami is going to chop and then start roading towards The Greenways, we need those gems online shortly. This isn't going to be the most amazing spot in the world up there, but it actually will be pretty nice once cottages and mines are online. And, of course, it leads north to the "free" city the barbs have built.
So about that free city...I wonder if I need to go ahead and send this axe north. I'm thinking it can wait a little longer, but it's an interesting notion, at least. Certainly marching along those long, long roads eastward feels a trifle inefficient.
Boating eastward, however, holds a little more appeal, and we're planning to float a galley soon. Everything is set to chop out a settler in Tranquil Meadow in three turns, and in an odd coincidence, that's just how long it'll take to get a galley out of Lakeside Garden! Let's get IC-TRs, spare horses, and...um...well, that's enough right there.
Hum, name for the island...
January 14th, 2013, 14:58
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Don't forget to avenge (rename) me!!!
January 14th, 2013, 15:18
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(January 14th, 2013, 14:58)regoarrarr Wrote: Don't forget to avenge (rename) me!!!
Keek's Killers died the most ingloriously of all archers in Generican history! They inflicted jack, diddily, and squat damage to their impi target before dying in job lots. But yeah, the new galley (see edited-in rest of report) will be Rei "Arr Arr" Go's Flotilla, happy?
January 14th, 2013, 15:24
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Oh, and the two spears chopped next turn will be "The Flying Pigstickers" and "The Sad Gits", rather pleased with those regimental names.
January 14th, 2013, 17:57
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Had a quick look ingame.
I think there is a significant chance they may hold Subway if the Impis have fortification bonuses.
Axe vs 10% fortify axe is 35%? 40%?. We'll likely redline their axe, but ours is dead.
6 Archers and a Chariot vs 3 Impis and a damaged Axe? It wouldn't take much for the RNG to swing away from us. If even one of those archers "bounces" and deals no damage, we're not taking the city.
OTOH, I think we do have a decent shot at taking the city so long as:
a) They don't reinforce
b) We get reasonable to good rng results in the first 4 battles.
Also: The Axe from VA needs to go north to cover vs barbs
fnord
January 14th, 2013, 18:16
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(January 14th, 2013, 17:57)Thoth Wrote: Had a quick look ingame.
I think there is a significant chance they may hold Subway if the Impis have fortification bonuses.
Axe vs 10% fortify axe is 35%? 40%?. We'll likely redline their axe, but ours is dead.
6 Archers and a Chariot vs 3 Impis and a damaged Axe? It wouldn't take much for the RNG to swing away from us. If even one of those archers "bounces" and deals no damage, we're not taking the city.
Agreed, but I'd rather front-load that risk. The nice thing? That axe is top defender against archers, too. I think I'd rather mess it up with a doomed archer at 4% odds, then roll forward with the axe. Same deal with the impi; I think I can ensure kills best by hurting the C1 fella first, gives the chariot an excellent shot at hurting the lower ones.
(January 14th, 2013, 17:57)Thoth Wrote: OTOH, I think we do have a decent shot at taking the city so long as:
a) They don't reinforce
b) We get reasonable to good rng results in the first 4 battles.
Exactly. This is definitely a place for simulation, let's see what else they manage to stuff in there. They could opt to take risks and lose out, too, it's not like the city is going to make anything itself if we need to wait for another axe...one more turn for Kalin's Battalion to join up.
(January 14th, 2013, 17:57)Thoth Wrote: Also: The Axe from VA needs to go north to cover vs barbs
Agreed. Cover/conquer, right?
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