[SIZE="3"]The Hippus War:[/SIZE]
A lot has happened since the last update, with some nice turnarounds in the war front. I'll put you up to date with a series of Ravus' style (:neenernee) updates now.
Turn 121:
My secondary stack reached Arkhrast Korvalain this turn (the ancient tower tile 1NE). My initial plan was to use the trebuchets for collateral or taking down the city's defenses. But when I looked at the odds that my axemen were getting against his defenders, I decided to attack this turn. So, after promoting my troops, here're the odds I had:
Here's the outcome of the battles, regoarrarr style:
1. Combat 3, Shock 1 axemen vs. Combat 1, Commando 1 warrior - 98,7% odds - WIN
2. Combat 1, Shock 1 axemen vs. Combat 1, Commando 1 warrior - 95,5% odds - WIN
3. Combat 1, Shock 1 axemen vs. Combat 1, Commando 1 warrior - 96,1% odds - WIN
4. Combat 1, City Raider 1 axemen vs. Combat 2 adept - 95,5% odds - WIN
Note that only the first warrior had a full fortifying bonus.
This lead to:
The conquest gold really helped me. I'm at low vault level and I had enough gold to use for deficit research later (it was really needed, as you'll see).
City overview:
Too bad about the lack of infrastructure. But the city tiles are very good, especially after Sciz springed the oasises and the incenses. And this time I had a Thane ready for the culture bomb!
But not everything were good news this turn. I used the city tile of Kurald Galain to fly a hawk over Sciz's lands. I was disappointed to see that his capital had more troops then I was expecting. He had 6 warriors and 4 catapults, taking in consideration the units that fled from Kurald. My main stack was bigger, of course, but it made me worry.
Why, you ask? My main stack had 9 axemen, some greatly promoted, 2 warriors and 6 trebs. Why should I fear a bunch of catapults and non-copper warriors. Well, I antecipated the worst case scenario. Assuming that Sciz could do 1 turn warriors (he could, since I could see his capital workable tiles), he could have 9 warriors ready to attack on the turn I reached his capital. I also saw another warrior coming from his tundra city, which meant 10 warriors. I also assumed that he would tech BW, connecting his already mined and roaded copper.
So, 10 strenght 4 warriors and 4 catapults against my main stack defending on defensive terrain... Why should I worry? Because of the damned Hippus world spell. It gives +1 strenght, +1 movement and BLITZ (!) to all his units. So, now things didn't look as favourable to me. Even if his blitz promo wouldn't matter (I'm assuming a 2 move units attacking an unroaded forest tile would use its 2 movement points, but I'm not sure), his collateral initiative would give him odds on some of my units (don't forget that Sciz is playing an agressive, commando leader - and he had some nicely promoted troops too). And I couldn't afford to lose my main stack. It'd be too dangerous and I couldn't spare more resources building troops.
Another important thing to notice is that siege only does collateral damage in FfH while in full health (according to the manual) and siege can take collateral damage. So, Sciz catapults could own my trebs.
So, I decided to change my attack plans! Here's the before plan, with my troops movements marked in red. Also, see the garrison that Sciz had in his cities:
I admit that I was really paranoid with this attack. My whole game depended on it and my MP noobness started to take its toll. I was really, really worried!
Turn 122:
Here's the new and improved battle plan!
The plan is centered around the randevous point, the yellow blob. The yellow blob is where my two stacks would meet, together with the powerful Bambur! Free enchanted blade to everyone!
The idea of uniting the stack was: reduce collateral (more units on the stack), make Sciz less likely to attack (he'd have to attack across the river, getting a hefty penalty - one which my more powerful troops could endure, specially sine I had collateral to spare - or lose the fortifying bonus by crossing the river and then attacking) and join forces with my powerful hero, that could empower my whole stack! Ah, and Bambur could also fix the trebs that took collateral damage from Sciz's cats.
Interesting things to notice about the battle plan:
*Bambur was going to take A LOT of advantage of the 2 movement on hills bonus from dwarves (something to consider for the EitB mod - make trebuchets also have the 2 move on hills bonus) to reach the randevous point in time.
*The blue squad took Sciz world spell on consideration for its movements: if he decided to attack it using the newly gained 2 movement bonus, he'd have to leave his troops exposed to my counter attack!
*The pink squad! This was a key piece of the battle plan, that had the all important mission of pillaging Sciz's copper. One axe (the pillager, since recon and animals can't pillage), one hunter and one gripphon. The axe had xp for one promotion.
You can notice that I started teching Horseback Riding, due in 3 turns. I should have had it for this war way before, since mobility is a key promo. I made the mistake of waiting to finish the library on the capital to start it and now, Sciz had a couple of turns to get his copper online (no point in pillaging his copper after his troops promoted to bronze weapons already). I was crossing my fingers to have the time to pillage it. By researching HR, I took one turn of the needed time, since I could move onto and pillage the copper tile at the same turn.
Here you can also see the already expanded borders of Arkhrast. It was a size 6 city, but due to a lack of connection with my empire, it had 5 angry citizens
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. I was only working 1 plain oasis tile and the city was starving. It too ~3 turns to mae the connection. Meanwhile, the still revolting city of Kurald Galain had acess to furs, gold, etc. Another
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moment.
Turn 123:
I traded maps with dantski at the beggining of the turn. Dantski is my biggest ally on the game and, even if we don't talk that much, we have a solid alliance. His map gave me a better look at the infernal core.
I also started to spread Runes of Kilmorph to my cities, since the spreads weren't happening alone. Titanic pumped out some thanes with the conquest bonus and the newly converted cities started on Kilmorph temples, when appropriate:
Meanwhile, in my core cities, I was building infrastructure. The capital was getting happy (building a carnival also enabled the settling of that lion that was on my capital... it reduced like 3 gold on maintenance
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) and health buildings to keep on growing and to overcome the blight unhealthiness, that will probably happen soon...
Does anyone know the exact blight formula? I think I'll suffer a lot with blight...
Boatmurdered:
Civilization IV:
Meanwhile, the troops made the moves according to the battle plan!