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[PB79] MirOh No, what am I doing?

Xist is invading by land, northern waters, and southern waters. coldrain has only made a moderate move on the southern island, his mainland army hasn't moved.
This is how the war looks at the start of my turn:
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I have a few other piecemeal forces laying around and some islands with 5 - 9 units, but that's the bulk of it.
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(November 10th, 2024, 20:37)El Grillo Wrote: That’s one way to bury the lede lol

smile
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If you have a complicated turn like this, feel free NOT to finish it. Its a greens game, you are allowed to ask for advice! Don't want to hold up a lot of turns, but a couple key ones its fine.

For instance I would have withdrawn from Cumae. MAYBE if your forces were gathered over there you could take that stack if you hit first, but you can't afford to have him hit you.

How many reinforcements can you get into Ticket To Ride?

I'm going to have questions for Coldrain after this game. Like why are you never playing in my games? I would love to take cities off of you and then have you fight for me. Your hope here is that he isn't stupid enough to let Xist take too much. Xist just wins then. You are going to take some lumps. Its going to suck, but try to preserve as much as possible and you might still have this.
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(November 10th, 2024, 21:36)Mjmd Wrote: If you have a complicated turn like this, feel free NOT to finish it. Its a greens game, you are allowed to ask for advice! Don't want to hold up a lot of turns, but a couple key ones its fine.

For instance I would have withdrawn from Cumae. MAYBE if your forces were gathered over there you could take that stack if you hit first, but you can't afford to have him hit you.

How many reinforcements can you get into Ticket To Ride?

I'm going to have questions for Coldrain after this game. Like why are you never playing in my games? I would love to take cities off of you and then have you fight for me. Your hope here is that he isn't stupid enough to let Xist take too much. Xist just wins then. You are going to take some lumps. Its going to suck, but try to preserve as much as possible and you might still have this.

I wanted to take longer on the turn, but my schedule is pretty packed this week anyways. I just finished Railroad, so lots of Machine Guns are in production.
I withdrew some units from Cumae, left about 5 - 6, but the tile I withdrew my stack to turns out to still be in range after Cumae's culture loss. Lost a stack.

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Drafted 3 Rifles there and fought them a little. Lost 1 Cat, 2 Cho, 1 Knight to kill 3 Muskets and 3 Knights. Not much, but I'll take it.

His northern navy is retreating after seeing my SoLs. I chased (to 1E of his navy) and brought an unescorted empty Galley up the rear (to where my navy is in SS). Should scare his island with 1 Axeman or at least force a Frigate out that I can pick off.

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Sent some 6 SoLs +2 Frigates last turn to annoy in the south. Killed a Clam tile, but they'll be coming back next turn. Don't want to venture off into FoW where a new navy can pick 'em off.
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Ticket to Ride survived! 1 more Galleon is a few turns from reinforcing, but I'm guessing coldrain will back off and leave the island alone for a bit.

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Coldrain's army is on the move, though. I have 10 - 12 Knights in the middle of China heading towards xist, but I turned them around to help against his stack if coldrain really moves in any further. I think I can hold against coldrain.

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Also - big news! I have found a new way to send a message without breaking the rules!

[Image: KGxYw5y.png]
(Guessing I'm not the first)
It's not about the hammers, it's about sending a message. I couldn't resist.
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(November 12th, 2024, 01:03)Miro Wrote: Also - big news! I have found a new way to send a message without breaking the rules!

[Image: KGxYw5y.png]
(Guessing I'm not the first)
It's not about the hammers, it's about sending a message. I couldn't resist.

That's actually breaking the rules though :P
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Not only is it breaking the rules, but its a waste of a combat settler!!!  But ya Xist is playing in a reasonable manner here, so no reason to hate him. I get it sucks and it hurts, but it is how the game goes. Coldrain on the other hand.....

Ya culture disappearing can be brutal.

Protective doing work at Ticket to Ride.

What are the forces around Smash Up? Can you smash him up next turn when he moves next to it? Edit: note you don't need enough to complete stack wipe, just enough to take down most of the good stuff.
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Forgot to mention that while machine guns are good at defending key points, but as they can't hit out, so don't over due them.
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(November 12th, 2024, 06:29)Tarkeel Wrote: That's actually breaking the rules though :P

Ahhh I'm a dirty cheater!

(November 12th, 2024, 09:31)Mjmd Wrote: Not only is it breaking the rules, but its a waste of a combat settler!!!  But ya Xist is playing in a reasonable manner here, so no reason to hate him. I get it sucks and it hurts, but it is how the game goes. Coldrain on the other hand.....

Ya culture disappearing can be brutal.

Protective doing work at Ticket to Ride.

What are the forces around Smash Up? Can you smash him up next turn when he moves next to it? Edit: note you don't need enough to complete stack wipe, just enough to take down most of the good stuff.

He retreated back to Siga to heal up, this was all part of the Settler-hate-u-strategy drawn up by Sun Tzu! And yeah I'm realizing that a few Machine Guns are great for defense, but I can't take down stacks with them.

Coldrain reinforced at Ticket to Ride - I didn't see the Galleons in his island. Gotta watch for those.
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I upgraded some units to Machine Guns there and transported 2 Muskets:
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Vodka likes that defense for me, assuming I'm using Vodka right. I'm not sure if "City Garrison 2" promotion already includes "City Garrison 1" effects. I input both, so if it does include the effects, then I have it double-counting some bonuses.
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At Smash Up, I don't think I can do enough damage to his stack. He has more than I thought (49 units to my ~30 - 35) and I have a question on how Vodka works so I can consider defending or retreating.
Does Vodka run the Collateral Damage units in first before calculating the rest?

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I removed 7 Catapults that I'd assume he uses to lower city defenses and vodka likes the defense for me:
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I believe the units are assumed to attack in order, top to bottom. There may be a setting to check to ensure that happens.

When running vodka, do 10000 or a million iterations. 100 can be swingy (the civ 4 pseudo RNG is fucked).
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With the machine guns ticket to ride should be fine for now, but will need reinforcements.

What are the stacks at Smash Up? Again, you don't need to kill everything. I had multiple times vs SD in PB75 recently where I attacked out in order to kill enough so I didn't get collateraled first in order to hold a city. Collateral is really painful to get hit by MOST times. I don't really trust Vodka this late in the game with large stacks and collateral involved. I tend to quick build it in world builder. Can make defending side computer, give them no promos, give attacker a bunch of ggs to quickly promote and see how bad it is.
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