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(October 4th, 2013, 18:33)Old Harry Wrote: Turn 206 part 1
Trolls had that pillaging party, which probably paid for them to get to steam power this turn - we can probably kill about 15 cavalry in revenge here if we want to, but it might cost a cannon or two?
Yeah, 15 cavalry for 2 cannon is definitely worth the trade.
October 5th, 2013, 08:13
(This post was last modified: October 5th, 2013, 08:16 by Old Harry.)
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Turn 206 part 2
We bombard these cav down to 83 HP, then a cannon gets 44.6% chance of withdrawing (attacking with a CII rifle is 50% and a CI pike is 42%)
didn't scratch it... so do we risk another or attack with pikes?
I think I'll risk another at 44.6%. Which loses. But now our pikes get 68%:
First chap wins, so now the CII rifle gets 85% and CI pike 70% - I attack with the rifle who wins, but I want to keep the other two CII rifles in case they are needed, so I attack with four more pikes at 70%, three of whom lose. Why does the RNG hate us so? Then a grenadier wins at 97%, leaving a very damaged cav which I'll come back to.
So the next stack (the eastern one) is bombarded down like so, a cannon only gets 30% but we're due some luck right?
- lets try to kill the top defender (40% pike)
Wins! Then three more pikes win 50% battles! Leaving a cav at 11.1/15, which I'll come back to again.
The third stack is knocked down too, I'm saving a couple of airships for something else so the cannon only gets 35% odds even though he's not attacking over the river. He withdrew! And got us that great general! (on SFL unfortunately)
Then pikes won at 50%, lost at 50%, won at 65% and 45%.
Then a CII rifle won at 95%, so now we've got three injured cav to kill, two will die to knights who can then dodge back.
Against the third our pike gets 43% odds and wins! I decided against attacking the guys on the hill here. I dunno if that's the right move, but I think we'll get another chance. Notice that M3 have some workers building roads in our territory - I'll ask HAK to gift them to let us chase the stack. You can see from the dots that the little cav stacks have five units in each and the main stack is well out of reach.
On the naval front I don't think there is much damage we can do over here, so I think I'll kill that rifle so that we can re-settle the city. Note the airship visibility to the NE - I want to make sure they don't send an expeditionary force at our west coast.
We'll have a settler in place to resettle Rapier (with some defenders this time) on t209. He won without a scratch.
Next we can take back Oathkeeper, the zerk has a 30% chance to win outright and if not should knock the cav down to 32 or 48 hit points. After that the spear has either 69% or 33% to win...
The zerk wins! Now how do we hold it? Trolls only have one cav that can hit it next turn, then we can get a couple of rifles and muskets in via galley. So I think it depends how they move next turn. An unforeseen bonus is that we get fur back and our happy problems abate a bit! I'm shuffling around a lot of HR happy units to deal with whip and draft anger in our bigger cities.
If they don't reinforce we'll take Jemmy back too next turn. I don't think it'll hold, but at least it'll be more dead units and revolt turns. I could have thrown some units at it this turn, but I thought we'd stand a better chance next turn.
Gifed this airship to M3 and loaned them a heroic-epic unit, just the start of our repayments.
Score and power graphs, I'll be interested to see Trolls' power next turn.
Oh, and I thought we should complete banking this turn - we can start to think about the future a little now at least!
This turn took me four hours to play. Cynheards combat calculator either made that a lot slower or a lot quicker...
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
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Just sent this to M3:
Quote:Hey HAK
Thanks for building those roads! Stupidly I lost all our workers around Occam - would it be possible for you to gift me your two workers for a couple of turns to let me pursue the Troll stack? If you build a road with both before gifting I might be able to hit them again before they escape our culture... We killed 15 cav so far, but if we can do more damage we will!
I've gifted you our medic III great general, you'll find him on your southern border, can you send him straight back to us - we have some units that badly need to heal. Your HE should be unlocked even after you've gifted him back.
You should also find an airship on your border with Trolls - I think you'll need another on your western coast next turn to keep an eye out for galleons, I might keep control of it though so I can be sure I've got the whole ocean visible. Let me know when you've worked out what combination of units you want to pay back for your rifles. Our great general got born on Smoothfoundland (the other continent) but can be with you in a couple of turns - do you still want him or would you rather have extra units to cover the interest we owe?
Cheers
Old Harry
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
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So, what was the total win/loss ratio? It seemed like we were getting horrible luck at the beginning (especially with those no-hit cannon attacks), but then we started winning 35-50% Pike battles semi-consistently. Overall it seems good--I guess it's good if you feel confident enough to turn on research
October 5th, 2013, 14:24
(This post was last modified: October 5th, 2013, 14:25 by Old Harry.)
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We killed 15 cav and only lost 3 cannons and 4 pikes. I'd say our luck evened out over the whole turn, but I'd rather lose pikes than cannons (in fact I was deliberately attacking with pikes over rifles since I don't think we'll get another chance to use them...)
I grabbed banking as that is something we're sorely missing, but any ideas what our tech goals should be next? Off the top of my head we have Steel, Mil Sci, Communism and Physics. And some others. Perhaps we should save money again for a while?
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
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We have Nationalism too, but not much else. How much does Trolls have? Where is the next economic tech--Constitution for Representation, then Economics/Corporation? Do we just head to Rifling? Maybe Military Tradition for Curassiers? Maybe Biology is the best choice, to help regrow our cities and develop SFL? I think I like Biology best, but that's expensive and is mainly a dead-end tech :/
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Mil Trad for Cuirs sounds good, building culture (music) will be handy too. But shall we just save money for a while to see how things develop?
Trolls have steam power (I've seen one ironclad so far ) and might be close to railroad...
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
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Oh, we don't even have music yet? :o
Yeah, save money until we get an idea of how the war goes
What has SFL being doing all this time--just building military, or has it been moving towards econ stuff (aka building settlers to settle the inland SFL )
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Boats and airships. Unfortunately I think it needs to keep building boats to counter the troll menace at sea. I'd love to just spam settlers right now - our workers are running out of things to build for the cities we have. So now would be the ideal time for more.
If we're in a constant state of war for the next 20 turns I don't know how many boats we'll need...
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
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Do you have a recent picture of SFL's inland we can dotmap? Since we're running out of worker actions, we can choose a spot that requires a lot of turns now, especially if it'll become the best city quickly in that case. Keep in mind that we'll eventually have to move some workers back to the mainland to fix all of Trolls' pillaging :/
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