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[Spoilers] Old Human Tourist: Empress of Azteca

Wilfork is a hilarious name given this plan.
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(November 18th, 2014, 15:12)Old Harry Wrote: What's happening with unit logistics?

Yeah, Galleon from Upland Cress should be the one hitting Regatha. (e.g. from stage C if dtay has optics)

I think Gertie should squeeze at least one Galleon out in time to reach staging tile B. (so that it can hit the unknown city where your orange tile is pointing

Marmalade + Englbert should produce one each (one of them can hit Avandale from staging tile B and if dtay does not have optics, the other one can hit Bell Preston from staging tile A)

The 5th galleon from somewhere should hit Tarkir if dtay does not have optics.

Where were you planning to use the 6th Galleon? Obviously with 5-move Galleons and Commandos there are lots of interesting options, but I guess Commando's aren't too realistic for this initial strike (?)



No need to answer yet, but is T171 the turn of the turns or can we hit dtay earlier (T169/170)? Where's the bottle neck?
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Turn 164

I started off by gifting our scout to Pindicator.


Attacking D'oh...


- C3 Knight vs Axe 77%... WIN! (3 hits and 17XP)
- C3 Knight vs Archer 95%... WIN! (1 hit and 17XP)
- C3 Knight vs Archer 95%... FLAWLESS WIN
- C3 Knight vs Archer 95%... WIN! (5 hits!)
- C2 Knight vs Archer 77%... WIN (2 hits)
We got 67 gold, and no buildings survived which is good as we're razing it anyway... We'll resettle on turn 166.


We now have one 26XP Knight and two 17XP Knights. Unfortunately our next Great General is only at 110/180, so we probably wouldn't even get him from attacking the last Azzan city. (4XP from each unit in there would require 17 units, which he doesn't have).

There are three possible ways to run our tech path.

Version 1

We'll finish Mil Trad and overflow 1000 base beakers, then Gunpowder (eot165) will overflow 600 base beakers (and allow Hazelnut to make some Cuirs), then Astro (eot166) will make no overflow, then we'll put 3600 base beakers into our next tech. That should let us 1-turn Chemistry or RP. But at that point we're out of cash, so if we want upgrades we'll need to save up.

Version 2

We bulb and finish Astro this turn then take Mil Trad eot165 and Gunpowder eot166. Again overflowing enough to 1-turn the next tech.

Version 3

We finish Mil Trad, then Astro eot165 then Gunpowder eot166. I think we need to do this one so that Galley whips can be done properly:


Englebert needs to produce Galleons by eot166 to get to stage A or B by t169, it can 2-whip a Galley t165, then 1-whip the Galleon t166.

Butterscotch needs to produce by eot 166 to get to stage B by t169. It can 2-whip a galley t165 then 1-whip the galleon it upgrades to t166.

Gertie will naturally produce a Galleon eot 166 that can get to stage C by t169.

Upland Cress can 2-whip a Galley this turn that can upgrade once we have Astro, but won't get to stage C until t170.

Marmalade can 1-whip a Galley this turn, then we move it NW and upgrade it when Astro comes in then get to Stage A or B.

So that only gets us four galleons for a t170 attack, or five for t171.

I think we need to pop the Astro bulb this turn since I'm planning to whip:
Marmalade
UC
X
Fennel
Grass

Also need to finish the forge in Z for the happy and put Lucky on a Galley. I'll get to it tomorrow morning.
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Turn 164 fin

I popped the Great Scientist (2427 beakers!) and started whipping.

The bad news is that some of the cities with Oromo Warriors are going to be tough to crack - Amphi Knights only get ~5% and Cuirs get ~20%. With overwhelming numbers that isn't going to be a problem, but we should expect to lose between one and two Knights per Warrior. At the moment we have seven regular Knights, nine Amphi-Eligible Knights, one Commando-eligible Knight and two 17XP Knights waiting for a GG to become Commandos. We've also got an Amphi-eligible Pike.

Hazelnut is producing a Galley this turn, but should be able to produce 4 more Amphi units before we attack. I think one Mace up north will be handy, with the rest being Knights if we can afford them, but I don't know how dtay will reinforce over the next five turns.

I went for Gunpowder this turn as then we can have a Musket or two to help hold the southern cities we're aiming at... We're building Triremes in a couple of places too to upgrade to Frigates when the time comes. The stack of doom is poised for upgrading next turn - dtay will have around 2000 gold, which buys 18 Knight-Cav upgrades...


Demos and power




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If getting numbers of attackers is going to be a problem, maybe it'd be best to focus on the Wilfork/HE attack?
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Unfortunately I don't think we're going to get to Mil Science in time for that or have enough Commandos to make it worth while. Once we get our next Great General (which will probably be when we attack dtay) we'll have three Commandos, by which time getting the commandos loaded and over to dtaynia will be problematic. He'll reinforce his remaining border cities pretty heavily at that point...
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Ok.
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Turn 165

Dtay is getting compass and attacking Pindicator next turn frown.


He's got 20 Cavalry and 19 Knights, (we've only got 20 Knights). I'm starting to feel a bit dubious about this attack... scared






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Full disclosure - the PMs I exchanged with Cynheard/Asterix. Oh how I wish I could tell Cynheard that his war is nowhere near lost...

Cyneheard Wrote:
Old Harry Wrote:Hi Asterix

(November 23rd, 2014, 13:09)Asterix Wrote: Hi, I will be interested, good there is no chance to win so no pressure smile. The only thing is I do not have the mod and most importantly it can take me a couple of days to configure my comp for Pitboss. So if anybody else is ready to play right now, I will pass it. If not, please send me password and other info and I may need somebody to hold my hand through the technical issues.

Great to have you on board! The details for logging into PB18 are here:
http://realmsbeyond.net/forums/showthrea...#pid460433

You can download the mod here:
RB/Smegheads mod 2.0.6.4

And the method for avoiding bouncing off others (not totally necessary, but it makes life easier) is here:
http://realmsbeyond.net/forums/showthread.php?tid=7123

Cyneheard might have written the password in his thread here:
http://realmsbeyond.net/forums/showthread.php?tid=6830

If not then I hope he'll PM you. I'm RBoldharry at gmail if you need help getting started.

Cheers,
OH

Thanks, OldHarry, for setting this up - that is the password.

Glad to have you on board, Asterix - things are just getting interesting, and I've known this war was lost from the moment Pindiactor declared. (I had under built military, and was messing around in the west because I could so pind caught me with no eastern troops to speak of).

I'm phone-only until further notice, so I can answer questions and be around, just not in-game.
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The delay had one good effect - I remembered that I hadn't whipped one of the galleys, so I just logged in and whipped it so the Galleon will be ready next turn.
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