Okay, so scooter and I talked out a bit of what the next turns are going to look like. And we're starting to feel confident about conquering the entire island when we look at how things could unfold. Talked about our plans and I think I got the gist of it here, so let me know if I got something wrong Scooter
First of all, where the main force is in the south:
Green circle is our surviving stack of 1-movers and Yellow circle is our advancing 2-movers.
First of all, Crabs is falling next turn. With 1 archer and 1 warrior, we will lose 1 unit there, 2 if we're unlucky. If we're unlucky, that still leaves 6 2-movers left. They will advance on SM (the silver city) in the southeast. Assuming they can take it in 1 turn, SM will fall on turn 122. Any units that don't attack SM will double back on turn 122 to join up with assault on MS (the horse city).
Meanwhile our 1-movers are advancing on MS. They are met with the survivors of Crabs and SM on turn 123 right outside the city. We should have 1 chariot, 2 axes, 1 catapult, 1 impi, and whatever survivors from the south can make it back in time: 2 units from Crabs and maybe another couple from SM, depending on how that city goes. MS should fall on turn 124.
That's 3 cities in the next 4 turns, and that's only in the south.
Finally, we have 2 galleys to India's 1. If we get the shot, we should eliminate the galley, but otherwise we are continuing south.
In the north, our 2nd wave is starting to advance:
The orange line is our first 4 axes. They are already on board galleys and this turn they will chain ahead to be about even with GA. The galleys will reach CC on turn 123 and unload the axes onto the plains hill. They are vulnerable to chariots, so if we see enough units in CC that we don't think landing is favorable, we will continue on with those 4 units to FG, the small island to the east.
Meanwhile, our impi and final axe will board Franks and advance on GA. The impi will have 90% odds to win an amphibious attack on a chariot, so that should eliminate the threat to our axes landing.
The last two units, an archer and a chariot, will head on Goths down to IHOP (formerly IW) to reinforce. The archer will be a needed.
White Castle will be building 2 units in the next 3 turns: the impi will get to 30/35 this turn; next turn we whip the city and complete the impi at 70/35, letting us 1-turn another impi/axe on turn 123. (Clarification: the galley Franks doesn't need to attack GA from the south, but I just had more space to put the line there.)
Turn 123 is the first turn Commodore can attack. Because of that, I don't think our other galleys should go far, but instead should stay nearby to shuttle workers and remaining units to safety.
Thoughts?