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[SPOILERS] Welcome to the Kuro Corporation! (Kuro and BaII)

Do we have stables in the cities that will be whipping out HA's? Also whipping out some walls will be nice for defense.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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(October 7th, 2013, 16:52)BaII Wrote: Do we have stables in the cities that will be whipping out HA's? Also whipping out some walls will be nice for defense.

You need Horseback Riding for Stables, so no. Most of the little 2-pop whip cities don't have Barracks either, but right now we need bodies over EXP. (Fortunately, the closest one does)

Thanks for reminding me about Walls! I'm gonna whip them out in all of our frontline cities. Cap might overflow Longbow into it over whipping it and see how much it completes, since the army is a bit away from it (They can't do much if just the mounted units break off for it, they need catapults to do anything to our cities.)
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Played the turn, but little happened, as essentially he just continued on to his target while I set up or performed whips on Longbows, Horse Archers or Catapults, including an emergency-whipped Catapult at the place he is heading (To maximize colat). HBR came in, Machinery-bound.
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[Image: Civ4ScreenShot0713_zps1c9cc872.jpg]

The incoming stack, after hitting them with all the Catapults in the city. It'll almost certainly take the city but, combined with the upcoming Walls and some defensive units, will either force him to burn his Catapults all up (He might have to do so anyway) or take a while to bombard it down, since he doesn't get very good odds attacking into the walled city. We might lose it, but we will buy a lot of time, and time is of the essence. 3 Horse Archers from the far backlines (Horace Dodge, Frank Purdue and Bill Gates) will be completed this turn, allowing me to bring them to the frontlines. They'll basically exclusively make mounted units due to how far away they are.

The defense in Vanderbilt, by the way, is 3 Longbows, 2 Chariots (Pulled from elsewhere to serve as fodder), 3 Axes and 4 Spears. Not enough to hold the city, but enough to be a nuisance, especially if they bombard it down and thus I get out even more longbows.
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Just out of curiosity are the first window or the last window of the turn split.

EDIT: nvm saw that he had already played his turn. when you posted up pic.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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Vanderbilt fell, but we did do a decent job killing things considering the Catapults. These are his losses:

1 Camel Archer
1 Horse Archer
1 Catapult

Plus most of his units knocked down some except the Axes. We also got a Great General, which will head to John Dodge and merge with it.

[Image: Civ4ScreenShot0714_zps1817c01f.jpg]

[Image: Civ4ScreenShot0715_zps0aab2bef.jpg]

I'm also thinking it might be a better idea for the entire defensive force of Sam Walton (3 Longbows, 3 Catapults, 3 Axes and 4 Spears) to move to the capital, because it seems like a more likely target and he can't get to the rest of our cities on land except by taking the capital. On the other hand, Walton would be screwed and who knows if we ever get it back...but then again, it'd suck if they just bypassed Walton and all the units were losing. I'm inclined to move them. Thoughts?
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Pretty happy he kept the city. I don't think William has enough to wipe us out so we should be able to hit the exposed city very easily post engineering.
http://nijidraws.tumblr.com/ - Crediting the artist who made my profile pic.
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Moved up the Walton defensive force both to defend the capital and as a lure: He can only hit it with a Camel Archer, 5 Horse Archers (2 injured) and a Chariot, but doing so would cause him some heavy losses of those while we would lose little. If they don't stop us, the capital will be heavily defended. Walton will keep a token defensive force but the capital needed the defense more. Units continuing to pour in around: 3 more HAs to be done by whip this turn, 2 more arriving Catapults, a Longbow done in John Dodge and in Standard Oil...and Walton whipping out one for it's own defense, too.
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The feint to Sam Walton worked, but annoyingly, they won some really low odds battle against the token forces whipped out to protect it (2 Longbows, 1 Spear, 1 Archer as it was the only thing I could complete before the mounted attacks). His Horse Archer beat a Longbow at 3.3% odds: Saddening. I was hoping that, since he didn't get to bomb the defenses down (So his best odds were about 73% and HAs got like 3.3% odds), we would kill a unit or two, but all we did was injure them.

They razed the city and replaced it with another one w/ the Silk (Which we didn't found because of protection issues). Depending on what he leaves there, we could kill it with a small Horse Archer force (We have 3 and 2 HAs will complete this turn).

Aside from that, just sitting holed up in the capital.
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[Image: Civ4ScreenShot0716_zps12d4d9fe.jpg]

BoldXenuBrick is probably going to war us, but hopefully that is either for the barb city or will go after it first, either way we're boned if they enter the war (Spears can deal with Camel Archers...not with Cataphracts, and I am not allowed to build War Elephants to counter them!)

[Image: Civ4ScreenShot0717_zps274e819f.jpg]

On the plus side, WilliamLP lef only 1 Camel Archer here, so moving up my Horse Archers forces him to either reinforce it with wounded units (Though I am not sure they can make it?) or let me raze the city. Either way, I can run some interference and burn a little of the countryside, maybe try to destroy the road routes some. If nothing else, it distracts his forces with units that are sucky on defense anyway and which are hard to use on offense, but which is the only thing that my backline cities can make to get to the frontlines (Though they might need to make some Longbows/Spears to protect themselves from Cataphracts...).

EDIT: WilliamLP can definitely add in 1 Camel Archer to the defense.
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