Turn 156 - 920AD
The battle for the German capital.
I needed to play this turn right when we could finally log into the game. (Thanks again German team for not ending turn and making us wait 12 hours for no purpose at all.) Here's what we could see off in the northwest. For some reason, there are four CivPlayers horse archers moving around, including one with Sentry promotion. We have no idea where they are going or what they are doing. Maybe we should ask them in diplomacy (?)
There were some calls to pillage the roads over by the Apolyton border, out of fear that they will poach the opened up terrain over here. I would advise that we don't do this, in part because C&D build tracking suggests that they are not building settlers in any of these cities, but more importantly because we specifically told Apolyton not to pillage tiles in neutral territory when they were doing so against us earlier. We would look incredibly hypocritical if we started pillaging next to their border right now. Only do so as a last resort to stop them from settler. Our own settler will be ready to claim this location on Turn 158.
Here's the main front. The Germans actually pulled units out of their capital this turn, leaving two longbows and an axe inside. They also had two longbows and a spear inside Weil der Stadt. Unfortunately, both cities were located on hills, which is always a giant pain when facing longbows. Even with catapults to drop defensive bonuses, this was going to be a bloodbath. (There's little purpose in suiciding catapults with so few units on defense. Collateral damage would not be that helpful here. Our knights already have much higher base strength than the longbows, we just needed to remove those endless defensive modifiers. Plus, the maces are actually much more sacrificial and easily replaced than the catapults.)
11 catapults dropped the defenses from city walls all the way from 60% down to... 20%. Yes, walls are way too strong in Beyond the Sword. (Castles are even more laughable, -2% per shot with 100% starting bonus. We'll set them up in border cities for T170 and dare teams to attack us.) Then it was time for the poor drafted conscript maces to go over the top:
The city capture picture did not take for some reason, I pulled this off the Livestream, so excuse the picture quality. The actual battle results were on the unlucky side. We had two straight maces go in and fail to get a single hit on the Guerilla II longbow - we lost 8 straight rounds of combat in a row. We had 14/40 odds (35%) to win each of those rounds, so losing 8 in a row was a real kick in the rear. Losing 3 maces instead of 4 would have been more in the range of expected odds. But this is the most abstract part of Civ4 gameplay; you can't control the dice, only set things up ahead of time and hope for the best. We did get the key win with a knight at 69% odds, which balanced things out somewhat. It could have been worse.
Webringen had a granary and Academy inside survive capture. Not great, but better than Worms (where nothing survived).
Then it was just as much of a slaughter at Weil der Stadt. Worse, actually, since we didn't have catapults to bombard down the defenses here. 0 XP mace against Guerilla II with a first strike, 75% tile defense, 25% city defense, and 75% hill defense works out to strength 8 versus strength 16.5. Ugh. Well, uh, the bloodletting is good for the economy in unit support costs! Come lads! Time to cross the Somme:
Even though we lost five maces attacking here, I'd say that we were relatively fortunate. The odds were extremely low here, significantly worse than at Webringen. We got 2 hits from the first suicide mace attacking at 0.45% odds, the second mace got 0 hits (which sucked but was understandable), the third mace got 1 hit, and the fourth mace did his job like a pro and managed to get 3 hits. We won the knight vs longbow battle at 64% and then had our only real turn of bad luck when we lost the following 50/50 shot against a damaged mace. So it could have been better, but this was about as expected. We still have not lost a knight yet in this war, which is really nice. Those are by far our best units, and we'll definitely need them as we push to close things out.
Weil der Stadt came with a granary and colosseum inside. We ended up losing 9 maces to kill 6 German units (four longbows, one spear, and one axe) this turn. Far from a great trade, but to take out two of their core cities, and their capital, I'll take it.
Here's a little peek at the German evacuation from our Sentry chariot. There are two elephants and a spear on the tile southwest of Wittenberge. All of the white dot tiles are also empty of units, which we could see when the Sentry chariot moved southeast onto the grassland hill tile. Now here's the big overview picture:
Most of our units are concentrated around Webringen, either inside the city or sitting on the tile to the southwest where we attacked. The tile north of the CFC chariot is currently bugged; it is not controlled by any German city, but still remains in their territory. This should get cleaned up next turn when the game rechecks cultural control (we hope). There are two workers on the tile west of Worms, they can move N-NE-N and road the bananas next turn, which will allow the units inside Webringen to move W-NW-NE and start pushing on Wien. Thankfully Wien is the last German city located on a hill. (The armchair quarterbacking about the bugged culture tile is a little silly. None of us had any idea that was going to happen. Let's just move on to more important issues.)
Our knights have shifted over to attack Wismar next turn; we have 10 knights and a war chariot in position. The Germans have surely whipped a longbow on their half of the turn, but there's not nearly enough there to stop knights. (Plus that city is NOT on a friggin hill.) Based on what we know of the German units, there shouldn't be enough to stop us there. Hopefully, we'll take the city and keep pushing north.
And here's an overview of what remains of the Germans. They started with 15 cities and we've taken 8 of them so far, hopefully 9 next turn. It would be really nice if WPC would take a city or something, but don't expect them to give us much of anything. We'll need to see where the Germans are concentrating their units before we can plan out our next advance. Mounted units against Wismar for now, slow movers look to move on Wien, and we'll go from there.
I would not convert everything over to economy stuff yet, we still do have more work to do up here and we will run short if we don't keep replacing units. Don't get complacent and assume that the Germans are finished. Anyway, here's a link to the Livestream of this turn: http://www.twitch.tv/rbciv/b/424000720
We still have quite a bit of economy stuff to work on before this turn is done. I'll be off traveling on vacation for the next two weeks, and scooter is going to be covering the turns. Best of luck, I'm sure everyone will handle things just fine.
The battle for the German capital.
I needed to play this turn right when we could finally log into the game. (Thanks again German team for not ending turn and making us wait 12 hours for no purpose at all.) Here's what we could see off in the northwest. For some reason, there are four CivPlayers horse archers moving around, including one with Sentry promotion. We have no idea where they are going or what they are doing. Maybe we should ask them in diplomacy (?)
There were some calls to pillage the roads over by the Apolyton border, out of fear that they will poach the opened up terrain over here. I would advise that we don't do this, in part because C&D build tracking suggests that they are not building settlers in any of these cities, but more importantly because we specifically told Apolyton not to pillage tiles in neutral territory when they were doing so against us earlier. We would look incredibly hypocritical if we started pillaging next to their border right now. Only do so as a last resort to stop them from settler. Our own settler will be ready to claim this location on Turn 158.
Here's the main front. The Germans actually pulled units out of their capital this turn, leaving two longbows and an axe inside. They also had two longbows and a spear inside Weil der Stadt. Unfortunately, both cities were located on hills, which is always a giant pain when facing longbows. Even with catapults to drop defensive bonuses, this was going to be a bloodbath. (There's little purpose in suiciding catapults with so few units on defense. Collateral damage would not be that helpful here. Our knights already have much higher base strength than the longbows, we just needed to remove those endless defensive modifiers. Plus, the maces are actually much more sacrificial and easily replaced than the catapults.)
11 catapults dropped the defenses from city walls all the way from 60% down to... 20%. Yes, walls are way too strong in Beyond the Sword. (Castles are even more laughable, -2% per shot with 100% starting bonus. We'll set them up in border cities for T170 and dare teams to attack us.) Then it was time for the poor drafted conscript maces to go over the top:
Quote:Battle of Webringen
11 cats drop defense to 20%
Mace vs G2 longbow 1% LOSS
Mace vs G2 longbow 1% LOSS (no damage)
Mace vs G2 longbow 1% LOSS (no damage)
Mace vs G2 longbow 1% LOSS
C2 knight vs G2 longbow 69% WIN
C1/Shock elephant vs G2 longbow 84% WIN
C1/Shock war elephant vs axe 98% WIN
CAPTURE WEBRINGEN
The city capture picture did not take for some reason, I pulled this off the Livestream, so excuse the picture quality. The actual battle results were on the unlucky side. We had two straight maces go in and fail to get a single hit on the Guerilla II longbow - we lost 8 straight rounds of combat in a row. We had 14/40 odds (35%) to win each of those rounds, so losing 8 in a row was a real kick in the rear. Losing 3 maces instead of 4 would have been more in the range of expected odds. But this is the most abstract part of Civ4 gameplay; you can't control the dice, only set things up ahead of time and hope for the best. We did get the key win with a knight at 69% odds, which balanced things out somewhat. It could have been worse.
Webringen had a granary and Academy inside survive capture. Not great, but better than Worms (where nothing survived).
Then it was just as much of a slaughter at Weil der Stadt. Worse, actually, since we didn't have catapults to bombard down the defenses here. 0 XP mace against Guerilla II with a first strike, 75% tile defense, 25% city defense, and 75% hill defense works out to strength 8 versus strength 16.5. Ugh. Well, uh, the bloodletting is good for the economy in unit support costs! Come lads! Time to cross the Somme:
Quote:Battle of Weil der Stadt
Mace vs G2 longbow 0.5% LOSS
Mace vs G1 longbow 0.8% LOSS (no damage)
Mace vs G1 longbow 0.8% LOSS
Mace vs G2 longbow 2% LOSS
C2 knight vs G2 longbow 64% WIN
Mace vs G1 longbow 53% LOSS
CR mace vs G1 longbow 85% WIN
CR mace vs spear 95% WIN
CAPTURE WEIL DER STADT
Even though we lost five maces attacking here, I'd say that we were relatively fortunate. The odds were extremely low here, significantly worse than at Webringen. We got 2 hits from the first suicide mace attacking at 0.45% odds, the second mace got 0 hits (which sucked but was understandable), the third mace got 1 hit, and the fourth mace did his job like a pro and managed to get 3 hits. We won the knight vs longbow battle at 64% and then had our only real turn of bad luck when we lost the following 50/50 shot against a damaged mace. So it could have been better, but this was about as expected. We still have not lost a knight yet in this war, which is really nice. Those are by far our best units, and we'll definitely need them as we push to close things out.
Weil der Stadt came with a granary and colosseum inside. We ended up losing 9 maces to kill 6 German units (four longbows, one spear, and one axe) this turn. Far from a great trade, but to take out two of their core cities, and their capital, I'll take it.
Here's a little peek at the German evacuation from our Sentry chariot. There are two elephants and a spear on the tile southwest of Wittenberge. All of the white dot tiles are also empty of units, which we could see when the Sentry chariot moved southeast onto the grassland hill tile. Now here's the big overview picture:
Most of our units are concentrated around Webringen, either inside the city or sitting on the tile to the southwest where we attacked. The tile north of the CFC chariot is currently bugged; it is not controlled by any German city, but still remains in their territory. This should get cleaned up next turn when the game rechecks cultural control (we hope). There are two workers on the tile west of Worms, they can move N-NE-N and road the bananas next turn, which will allow the units inside Webringen to move W-NW-NE and start pushing on Wien. Thankfully Wien is the last German city located on a hill. (The armchair quarterbacking about the bugged culture tile is a little silly. None of us had any idea that was going to happen. Let's just move on to more important issues.)
Our knights have shifted over to attack Wismar next turn; we have 10 knights and a war chariot in position. The Germans have surely whipped a longbow on their half of the turn, but there's not nearly enough there to stop knights. (Plus that city is NOT on a friggin hill.) Based on what we know of the German units, there shouldn't be enough to stop us there. Hopefully, we'll take the city and keep pushing north.
And here's an overview of what remains of the Germans. They started with 15 cities and we've taken 8 of them so far, hopefully 9 next turn. It would be really nice if WPC would take a city or something, but don't expect them to give us much of anything. We'll need to see where the Germans are concentrating their units before we can plan out our next advance. Mounted units against Wismar for now, slow movers look to move on Wien, and we'll go from there.
I would not convert everything over to economy stuff yet, we still do have more work to do up here and we will run short if we don't keep replacing units. Don't get complacent and assume that the Germans are finished. Anyway, here's a link to the Livestream of this turn: http://www.twitch.tv/rbciv/b/424000720
We still have quite a bit of economy stuff to work on before this turn is done. I'll be off traveling on vacation for the next two weeks, and scooter is going to be covering the turns. Best of luck, I'm sure everyone will handle things just fine.