No, his strength was in the hill, fortify bonus, and me having to cross the river with half my forces. If he attacked he loses all that and then also has to take the river penalty. Maybe if he had another 10 catapults it could have worked
with engineering, he could go around and hit you wo/ river penalty, but that would mean any surviving units would be exposed to the second knight stack...
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
Superdeath threw his cats into my knight stack on the west bank of the river, making most of them too injured to attack. He continues to get amazing withdraw luck with his catapults btw: 4 out of 10 survived.
Threw in the 3 CR2 catapults and got 1 withdraw. Used mostly 1 movers for attacking to heal as many knights as possible. Lost a longbow, CR2 sword, and a spear. But i finally took that awful city. There's a granary and forge inside.
I'll lose the sentry numid sadly, but I also moved up the 4 knights that were in the 'green' to the tile 2E of Shrimp n Rice, and hopefully take that city next turn. When I ended turn there was no new defender inside of it. And I forgot to turn off auto-promote so hopefully that didn't screw me.
War weariness is hitting cities now. Continuing to whip knights where I can but I need some luxuries so I whipped a market in the moai city.
I look forward to being killed by mjmd in 6 turns. I'm no longer #1 power.
Catapults withdrawing isn't pure luck - it just means it "won" the battle because the defender was too injured to take further damage due to the damage cap. This is different (and basically the opposite) from mounted units withdrawing which is a straight percentage that gets rolled whenever the mounted unit is about to die.
That was probably true in this case. In our last big engagement he didn't do nearly as much damage with catapults and still had something like 4 out of 10 withdraw.
I noticed something with Mjmd. Last night we were both logged in at the same time and he asked me how much longer I would be. Figuring he was going to play his next turn quick. PBSpy shows he logged in 10 minutes after I ended turn and then didn't end turn again. I know he gets a bit amped up when he's planning something or in the middle of a war - he'll log in on multiple sides of a turn split just to see what happened, for instance. Nothing wrong with it, but it makes me think he might be about to attack someone. Can't attack me due to the enforced peace. So he probably is going to attack Charriu.
Superdeath killed the numid scout, and unfortunately the tile it was on had just been a cultural artifact so now we can move onto the hill for free and get some sight, though we have no more sentry units.
He moved a worker to block the route to Shrimp n Rice, although I know from being last to play last turn that he only had an archer in there. This turn it has been whipped again, and I do not believe there was another unit that could reach the city. I could use the numid to take the workers and keep all 4 knight attacks open; however I do not believe Shrimp n Rice is worth the extra attention. I need to take the cities of Saute It and Barbecue It and then we will have taken all his high production cities.
Interesting that Saute It has not been whipped over the last several turns. Perhaps it just has enough natural production, but last time I noticed this in his cities he was building wonders.
Another issue is that the culture doesn't work in our favor for keeping all the knights together in one stack. In fact, the knights SE of Boil It cannot move to threaten any cities. So I think we can do one of three things:
1) Heal again. Nothing is fully healed yet, but time is not our ally. Not my first choice as units are good enough to 2-to-1 into Pikes now and that's probably all I need at this point. Sorry Numids, going to have to burn through you now.
2) Move the western knight stack to where Mr. Cairo's warrior is fortified to threaten Barbecue It and let the eastern knight stack heal or go NE-N-N-N to threaten Barbecue It. I think it's a bit of a tell that Mr. Cairo has chosen that tile; he is likely getting sight on the city as well as other superdeath units. Likely move the numid first and go from there. Potentially the most dangerous but the most upside if we can take Barbecue it next turn. Actually, we can move both stacks combined to the hill 2SE of Barbecue It if we want to just focus on that one.
3) Kill the pike and archer east of Saute it and move the western knight stack to take Saute It. Eastern Knight stack heals in place.
4) Eastern knight stack moves NE-N-N-N to threaten Barbecue It and western knight stack threatens Saute It. This is the blitz version and the most risky but potentially we capture 2 cities next turn.
Hey, I'm still top power.
Mr. Cairo got Civil Service. AT got Monarchy last turn.
Not that I'm the one to ask, but I would probably think blitzing is the best option. He can't possibly have a lot of units anywhere, so I would think acting fast before he can muster another last stand would be worth a few knights. Of course, in fairness you're pretty spent too, but that's what I would do.
I've got some dirt on my shoulder, can you brush it off for me?