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RBPB4 [SPOILERS] - Locke and Cervantes

Well there is not to much to say right now. We are building up army to attack Adlain. Then we join other teams in fighting Parkin. Game will probably be over by then because idiot teams sign superlong NAPs with Parkin and wont break them. Even though Parkin has no army and is teching super fast. duh

Here is overview picture:

[Image: RBPB4-137.jpg]

We were in Bureaucray/Caste System/Pacifism civics before. We used that to get one last Great Scientist for Printing Press:

[Image: RBPB4-135.jpg]

Plan is to use all future Great People on GAs. In techs we got Feudalism, then Theology, then Guilds, then Printing Press. Now we are teching Gunpowder, Banking, Replaceable Parts, Rifling. Basically get UB stock exchange and UU redcoasts into play ASAP.

So after getting last Scientist from Caste System/Pacifism, we swap to Nationhood/Slavery/Theocracy. We drafted second round of maces with Theocracy XP bonus in almost all cities. So now we have lots of 2XP draft maces. After doing draft round now we go from Theo to Organized Religion and whip infra in cities. We thought about Bur or Free Speech and Nationhood is best civic even when not drafting. None upkeep is very good.

Here are our maces:

[Image: RBPB4-138.jpg]

That is first wave of attack. In a few turns we will draft 20 muskets for second wave. Then we send another 20 muskets in third round. If Adlain is still alive we send 20 redcoats next. But I do not think he will still be alive then LOL.

Adlain has not built any army at all. If he has some secret plan we dont know what it is. Moogle is going to join in attack and we should tear him apart. Going in on turn 180 when our NAP ends with Adlain. So I will update thread more when that happens.

[Image: RBPB4-139.jpg]

Demos. We are #1 in military thanks to drafting. That is also why we are #3 in Food because we did so much whip/draft. GNP and Prod are just silly right now because Parkin and plako are both in Golden Age. Parkin is getting about 1500 science per turn. plako I have no idea. We are still outresearching all other teams but cannot keep up with Parkin and his super Golden Age research. We have to beat Adlain and then hope that our alliance can slow down Parkin before he run away with game (further).

I will post more pictures when we get ready to invade.
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OK we made sure to play at start of turn. We played before Adlain turn 179 so we can declare war at start of turn 180 and be within rules. I think I have that right? Here is picture to show:

[Image: RBPB4-144.jpg]

I have moved all units up to staging tile one east of Navajo. Then next turn (turn 180) we move them northwest next to CEO Strife. We have 28 maces, 11 mustkets, 20 catapults, and a bunch of knights/horse archers. I think it is pretty good stack for this point in game. There are more units coming in behind this group and if war prolongs we get redcoats and use them to finish resistinace. We are going to ignore cities in south and go right for capital: Strife, Great Profit, Two Grand, Seizewell. Buddhist shrine in capital is very very valuable. We want to control that first then mop up rest of Adlain territory.

[Image: RBPB4-145.jpg]

Here is Moogle army. It is also pretty good. Knights are the best unit to use in this war. I wish we had more but our army is all draft units and you cant draft knights. Most of our cities built catapults and then we use draft to get shock troops. They were drafted so they are very expendable LOL.

[Image: RBPB4-146.jpg]

Adlain has not built that much military. His last techs were:

Compass
Optics
Theology
Paper
Civil Service
Printing Press

PP just finished research this turn. So I guess he is not expecting attack??? It is hard to believe but maybe. We are hoping he just give up and not do too much resist. He cannot win but Adlain can make this conquest difficult if he whips a lot of Protective longbows. We will see.

Real issue is Parkin continuing to tech away. He has gone through 18/24 golden age turns so far. But he might trigger another one after this with 2 Great People. A bunch of teams including us are cutting off his trade routes by closing borders next turn. That will help a lot if we do that and have GA end. He is super far ahead though. We are just praying that plako/luddite/Nakor/us attack which will start a little later does enough damage to knock him back. I think it is probably to late though. plako and luddite were idiots to sign those long NAPs. If we attacked now it might work but turn 200? It will be to late.

If we do not win we can at least kill someone else first LOL.
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From your post, it looks like you followed the rules perfectly. Also, extra brownie points for actually moving before Adlain. That prevents a double move entirely.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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Hihi, good luck with the war. Will you be able to post any screen shots or detailed descriptions of your tactical moves, if you have the time, of course?
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Locke Wrote:[Image: RBPB4-146.jpg]
...

If we do not win we can at least kill someone else first LOL.

Parkin's power is lower than Adlain's. Heck he's in last place in that regard.
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[Image: RBPB4-147.jpg]

We are at war with Adlain. He had warrior in our territory teleported here and we started fighting by killing it. Mace goes from 1XP up to 2XP LOL. Should be safe in forest.

Big stack you see in last post is one tile 1E of CEO Sprite. Adlain has messed up roads here you see he has only one road on pigs tile. And now our army is on it. So he cant move anything back towards our territory. Not to smart.

[Image: RBPB4-149.jpg]

Adlain has played turn. All he did was promote units. No reinforcements. He probably should have given up this city and save those units for later. Oh well now they all die on our next turn. :D Adlain also clear out New Deal in south so we will set up to capture that on turn 182. Knight can move in there to take and then workers road to let musket/mace get inside to defend. We dont think Adlain will attack out his cities much. He has almost all longbows and crossbows which are more defensive.

[Image: RBPB4-150.jpg]

This is Moogle stack. We have scout on same tile following him army. Looks like he is going for Profit Share. I guess Moogle probably has more info in his thread. We just watching our ally move around. We are going to get almost all Adlain land though. He just get these cities.

I will keep you updated on what happen next turn.
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We have take Adlain's first city:

[Image: RBPB4-152.jpg]

We drop defenses with cats and then send 4 to suicide. That left CG3 longbow on top who was not damaged. We sent one drafted musket to suicide against him. Then everything else win except one drafted mace at 90%. Plenty more where he come from though LOL.

Oh and we lost 2 horse archers due to misclick. They were still grouped with knight that attacked. That was pretty dumb. So we lost 8 units to kill 10 Adlain units, should of lost 6 units. We still come out ahead. If we just trade units then we will win war easily.

Also there was two Adlain workers on a hill that we could reach with Gurilla II musket so we took those. :D

[Image: RBPB4-154.jpg]

Current map:

[Image: RBPB4-153.jpg]

We are going to Greater Profit next. It probably will not fall until turn 185 or turn 186 because we have to walk over there. We will try to take New Debt next turn with knight. If Adlain leave it unguarded there is no reason not to grab it. If he defend then that is less units for other cities.

We swapped Nationhood -> Free Speech and Theocracy -> OR civics this turn. It is time to do some building whips again. We will discover Rifling in 7-8 turns and then swap back to Nationhood to draft 20+ redcoats. They will be used against Parkin later on. We are hoping that alliance can beat him or he will win game easily. But we are looking pretty good to beat Adlain at least.
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OK I will update on what has happened.

[Image: RBPB4-156.jpg]

Well first Adlain left New Debt unprotected. I guess he did not care about defending it. We moved up one knight and took city.

[Image: RBPB4-158.jpg]

We took city turn 182. I messed up moving units and we only had 1 knight in city for a turn like you see in picture above. Adlain could of taken city back very easily with his big army in Spaceweed Drift. But he just sat in city without doing anything. Now we have knight + 2 maces + musket in New Debt so he is probably not going to attack there. City Garrison logbows dont make good attackers.

[Image: RBPB4-160.jpg]

Here is garrison in Spaceweed Drift. It is all defensive units. Yeah it looks impressive and all but these units will die very easy once defenses are down and suicide cats attack. Also we are almost done Rifling tech and we probably upgrade a few City Raider maces to redcoats. They can kill top defending units and then drafted cannon fodder units clean up the remaining trash. So we are not to worried.

We have Guerilla II musket running wild on hills north of Spaceweed. Adlain does not want to attack unit. We pillaged some of his roads on those hills and isolate Spaceweed from Greater Profit. This turn we got the musket into even better position:

[Image: RBPB4-162.jpg]

We move one more tile SW onto hill next to Opptuni. Now musket blocks only road connection from Spaceweed to capital. Adlain is pretty screwed LOL. He has to attack Guerilla musket on hill or see only road back to capital get pillaged next turn. If he doesnt attack all those units are stuck in Spaceweed and cant defend capital. That would be a rather big mistake.

Main stack has been moving in north against Greater Profit. We took city this turn:

[Image: RBPB4-163.jpg]

We sent in 4 catapults to suicide and then all other battles were 85% or better. One knight died at 89% odds and all other units win. We also got Great General who is moving to create Medic III horse archer. So far we have barely lost any units in war. Mostly just suicide catapults and we are building replacements for those. Real units lost have been one knight and one mace (and two HAs due to misclick).

[Image: RBPB4-164.jpg]

Here is overview map. Most of army is two south of Greater Profit. They move next to Two Grand next turn and then take it turn 187. We are planning to send some of army north around mountains to get Merchant Haven too. We think we can take turn 189. Then plan is to meet at capital and try to take that around turn 191. Once Seizewell is taken Adlain territory will be split into a bunch of little pieces which can be cleaned up pretty easy. Adlain has already done lots of whipping so his cities are small in pop. He wont get that many more units and longbows are pretty easy to kill at this point. We are hoping to be finished with war around turn 205. It has gone very very well so far.

Moogle is attacking Profit Share in north. It has gone very slow because city has walls and he didn't bring that many catapults. He should finally take it next turn. He should get the 4 northern cities and we should get the other 14 cities. Pretty clear who the winner is there LOL.

The Adlain borders are still bugged this turn and he has culture where he shouldnt. Hopefully that fixes when next turn starts.
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More war updates.

[Image: RBPB4-165.jpg]

Moogle finally did something and capture Profit Share. He did not bring enough cats so that is why it take him forever to remove defenses. City had walls.

Now on this map it look like Merchant Haven is safe. What we all forgot was that MH only has 20% culture. Borders only expand to 21 spaces. So if you look at this map, space between the two peaks is not in Adlain's borders any more. Adlain forgot this and we forgot this to. But at start of turn 187 the game cleans up buggy culture from city capture and removed that tile from Adlain border. That set up turn 187 moves.

First we capture Two Grand. We used 2 suicide cats and lost 1 mace and 1 musket to kill the defenders. 4 for 4 is not good trade but they were CG2 longbows on hill so I guess it was ok. After we take city we see this:

[Image: RBPB4-167.jpg]

I think this would be a mistake LOL. WTF are these units doing here I dont know. So we move up musket to kill longbow in open field then see this.

[Image: RBPB4-168.jpg]

City is empty LOLs. :D Kill catapult, kill Great General, kill city:

[Image: RBPB4-169.jpg]

That is how we got 2 Adlain cities in 1 turn. jive

[Image: RBPB4-170.jpg]

These were units that were involved in fighting.

[Image: RBPB4-171.jpg]

Here is current picture. We have now taken 5 Adlain cities and Moogle has 1. Adlain is down to 12 left. Three are stuck up in north and we will let Moogle take them. All our units are pushing on Seizewell, capital with Buddhist Shrine. We hope to take city around turn 190-191. That should pretty much end war and then we mop up remaining cities.

Rifling next turn also. Time to draft some redcoats.
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War is still going on. We have started drafting redcoats even though they not being used for Adlain war. That would be unfair. We saving them for Parkin war.

[Image: RBPB4-172.jpg]

This is big map on turn 188. We are moving units forward to Seizewell. We have vision on Grand Exchange, Seizewell, and Spaceweed. Sight very important in enemy land. Then our muskets next to Spaceweed see Adlain do this:

[Image: RBPB4-173.jpg]

Why did he move all units out of city? huh I guess he is going to protect capital but its already too late for that. If he just leave 1-2 units in Spaceweed we cant take it. Or maybe he forgot that one of our muskets was Guerilla II?

[Image: RBPB4-174.jpg]

LOL :D That wasnt so smart. Now the Spaceweed borders dissapear:

[Image: RBPB4-175.jpg]

We moved all the units in New Debt into Spaceweed. That was 1 knight 2 muskets 2 maces 1 catapult. Adlain could still take city back if he wanted and that was probably smartest move. We move all other units forward towards Adlain capital. That included taking forest tile E of capital so his Spaceweed army is totally cut off from capital. Adlain has a bunch of city garrison longbows stuck outside of cities. It is pretty funny LOL.

We also upgrade 2 maces to redcoat in Two Grand. 140 gold each so 280 gold total. That way we dont need to worry about defending that city. Camel archers useless against redcoats. Then we watch where Adlain move on his turn:

[Image: RBPB4-176.jpg]

His units are gone. They are probably on hill in fog where I put question mark. But they cant get back to capital before we attack. Adlain also leave Opptuni undefended I guess he doesnt care about that city either. We happy to take it. :D

Adlain attack our army on forest tile with 3 cats. That did nothing. They took minor damage and will heal with Medic III horse archer to full immediately. Pointless. So we move up rest of army on turn 190 and then have big battle on turn 191. Adlain has almost 20 longbows in capital but we are not to worried. We will lose a lot of cats and some draft fodder and that is it. Dont care. We crush his army and then mop up the rest of his cities.

At current pace this war should be over around turn 200. I will keep you updated.
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