May 14th, 2013, 09:21
(This post was last modified: May 14th, 2013, 09:39 by pindicator.)
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I like your idea of slamming the caravels into the galleys first. One or two of them might even get lucky and win And then we clean up
Let's track his power before and after we sink his fleet to get an idea of what was the ships.
Edit: And I don't think we can take peace for reasons Noble said earlier. He'll just use those 10 turns to build up.
Edit #2: And whip more galleons. We need to dominate the seas if we're going to survive, so this is not the time to let up on production
Suffer Game Sicko
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Alright let's do this! First, Caravels go splat. I tried to record what damage they did upon attacking, but it got to be too difficult to track for the last two.
Quote:c1 caravel vs c2 galleon (slightly wounded) 17% - loss (1.8h)
c1 caravel vs galleon 22% - loss (no damage )
c1 caravel vs galleon 22% - loss (1.3h)
c2 caravel (2.7h) vs galleon 21% - loss (no damage )
caravel vs galleon 11% - loss (2.1h)
caravel vs galleon 11% - loss (0.8h!)
caravel vs galleon 11% - loss (3.4h)
caravel vs galleon 11% - loss (?)
caravel vs galleon 11% - loss (?)
Overall this was pretty meh. Average expected outcome probably would have had at least one win in there somewhere. However it did the trick. Next Galleon time. I did notice some of the wounded Galleons defending first, which I assume must have been empty. So that's why the defense order seems odd here. Here's the ocean before the Galleons get sent in:
Quote:c1 galleon vs wounded galleon 97% win
galleon vs wounded galleon 97% win
galleon vs wounded galleon 97% win
galleon vs wounded galleon 97% win
c1 galleon vs full health galleon 50% WIN (great general)
galleon vs galleon 32% loss
Paused to take a picture. Now you see the Galleons with unit(s) on them defending. I continued on.
Quote:galleon vs galleon 32% loss
1xp galleon vs galleon 98% win
galleon vs galleon 99% win
galleon vs galleon 99% win
galleon vs galleon 99% win
c1 wounded galleon vs galleon 98% win
And that's all folks for the Five Guys stack! Next let's hit that ocean stack.
Quote:galleon vs galleon 50% loss (2.4 health)
galleon vs c2 caravel 71% loss
galleon vs caravel 78% win
galleon vs caravel 78% loss
galleon vs caravel 78% win
Really irritating luck here means they get 3 survivors. They won't be able to run away, but it's still annoying. Can't complain too much though. Went ahead and sniped this little guy too:
Here's the before and after demos in case we're able to piece together how much power was on his boats. I'm suspecting it wasn't very much.
After surrounding his boats so he can't run out of range (and doing my best to cover the more heavily wounded boats), I was left with this:
Yes I realize the boats on the eastern side are in range of that one solo Galleon, but we have a promoted boat covering it, and I wanted to make sure his wounded Galleon doesn't get to escape . The final combat log for the turn:
So where does that leave us? Not bad!
After all that carnage, we're still sitting on 15 Galleons and 6 Caravels. 4 more Galleons completing end of turn (PinNote: I whipped Jimmy Johns as it was in 2 pop range, left the rest):
We may just be able to burn a couple of his cities.
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Under default settings you can't flip back captured cities.
I have to run.
May 14th, 2013, 10:39
(This post was last modified: May 14th, 2013, 10:40 by scooter.)
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Random notes I didn't cover in that report.
1) I moved our chariot on horse island 2E. I didn't see any more boats
2) The Galleon that sniped a Caravel up on Starbucks - I did retreat it back into Starbucks after winning. It's wounded, but it will get a promo. Didn't want it killed by his one Galleon up there.
3) I moved the Great General into Boston Market. We can do whatever we want with it - XP scatter, super Galleon, etc.
4) The eastern half of the Grant Central Canal is 8/10 done. The western half will begin next turn. I don't believe we've told the lurkers about this.
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(May 14th, 2013, 10:39)scooter Wrote: 4) The eastern half of the Grant Central Canal is 8/10 done. The western half will begin next turn. I don't believe we've told the lurkers about this.
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Let's see how much we sank on those boats!
Soldier Points, before and after our attack:
| Rival Best | Rival Average | Rival Total |
Before Attack | 977,000 | 796,666 | 4,780,000 |
After Attack | 892,000 | 782,500 | 4,695,000 |
Difference | 85,000 | --- | 85,000 |
Rival Total is taking Rival Average and multiplying it by the number of rivals left in the game (6). So Rival Best and Rival Total both decreased by 85,000. This means Slowcheetah is Rival best, and at 892,000 he still has double our power. That's good, because I sure wouldn't want anything in this game to come easy.
We know from scooter's report that we sank 9 Galleons (4k soldier points each) and 3 Caravels (3k soldier points each). So what was left over? 4,000 x 9 + 3,000 X 3 = 45,000, leaving 40,000 soldier points left on the boats. Scooter's right, that's not much. In fact, that is 4 knights exactly, because those 4 knights are the units that won the initial attacks on 5 Guys. (WTF is up with amphibious knights beating healthy pikemen? )
Slowcheetah dropped his army off into 5 Guys. If I was him I'd sit on that city and whip galleons out of 5 Guys when he gets the opportunity. But we need to make sure he doesn't get the opportunity.
Novice is right that a conquered city won't ever flip. But it will revolt, and those units inside the city will be damaged when the city revolts. (That takes off 50% health, right?) When that happens we need to have pikes and CR maces on boats ready to take the city back amphibiously. Probably need a dozen units for that purpose.
(Also, what do you think about using our golden age to revolt from Beaurocracy into Feudalism? I think the extra XP will be invaluable, especially for our naval units.) Theology is also a good idea, but we have to get to the tech first.
What kind of land units do we have right now? I would really like to raze a city of slowcheetah's and take the battle to him, if that is possible.
Suffer Game Sicko
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Great General possibilities:
1) Attach to Galleon. Add it to our top xp galleon and have a galleon with Combat 5.
2) Spread out over several galleons. Get a number of galleons up to C2, and probably add a sentry in there as well
3) Attach to one of the maces with 6xp or more at Skippers. Promote the mace to be CR2, C2, and Amphibious
4) Settle GG at Taco Bell for 2xp boats & 5xp land units off the line
Any others? I probably like #1 the least, but I'm not sure which way I'd go after that.
Suffer Game Sicko
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You can also check the stats screen to get an indication of any units we drowned. We didn't record the before numbers, but we haven't killed any knights and such so that would be obvious.
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Or you can also tell it's 4 knights because if you look at the report from slowcheetah's half of the turn, you can see that he won 4 battles with knights before capturing the city.
I took a moment to look at how many units each side has killed so far. We're winning the hammer exchange, but not by as much as we need to be:
Turn 202 Losses By Side
Quote:Our Unit Losses
1 impi x 35h = 35h
2 pike x 60h = 120h
1 xbow x 60h = 60h
1 mace x 70h = 70h
9 caravel x 60h = 540h
5 galleon x 80h = 400h
total 1225h
SC Unit Losses
3 caravel x 60h = 180h
9 galleon x 80h = 720h
6 knight x 90h = 540h
total 1440h
Really should have taken out an extra knight or two with the amphibious landing. That was a bit of bad luck, but we should be able to clean up the force in 5 Guys if we play it smart.
We are going to need more land units for that, though.
Total Units Lost in the War (turns 200 - 202)
Quote:Our Unit Losses
1 impi x 35h = 35h
2 pike x 60h = 120h
1 xbow x 60h = 60h
1 mace x 70h = 70h
12 caravel x 60h = 720h
5 galleon x 80h = 400h
total 1405h
SC Unit Losses
1 scout x 15h = 15h
8 caravel x 60h = 480h
9 galleon x 80h = 720h
6 knight x 90h = 540h
total 1755h
And of course we are currently down a city, too
Suffer Game Sicko
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Dice rolls have not been kind to us. Definitely some lousy luck against his Amphibious Death Knights, then the naval attacks were pretty below-average too. Unfortunate.
I will say in terms of hammers, it's deceiving because we just completely neutralized hundreds of hammers by trapping them on that 1 tile island. So effectively we've "killed" a lot more hammers than that. A stretch sure, but just think it's noteworthy.
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