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Also whipped a bunch again.
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Looks like SD is finally on his way out for real - he still has 10 knights some of which might have formation promotion. But I have 27 knights against him. Took Uruk with GLH this turn, didn't move into it because units still healing with medic. He has an ultra shit town next to that tundra farm i think. I might just raze it
Commodore and Msci still lurking next door with BIG forces for multiple turns. But so far not attacking and still at 1.2 and 1.4 strength ratios - losses to SD's stack were counterbalanced by whipping. I have been whipping quite hard.
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Well fought. What's your reasoning behind the signed fort?
May 12th, 2023, 09:14
(This post was last modified: May 12th, 2023, 09:16 by BING_XI_LAO.)
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The fort is simply a waterbody link for ships. I used a similar one to connect ships from the big southern ocean to the "SD Lake"
May 18th, 2023, 19:11
(This post was last modified: May 18th, 2023, 19:11 by BING_XI_LAO.)
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Since my last posts, here's what happened:
I moved into Uruk, SD's GLH city, and saw that he had 9 Formation knights survived from the first battle. Plus other troops. SO I waited until I had 11 pikemen before advancing. I'm only just now at his capital something like 8 turns later.
In the meantime he surprised me with a double knight apmhibious attack on Uungi and razed it - fortunately the surviving Great General amphibious knight stuck around to raze my spice resource (maybe thinking that I was at a happiness limit), so I killed it with a pike and resettled the next turn with an idle settler (maybe a mistake since i haven't been able to restore the spice of fish improvements since, and no walls but have to defend it). Then, he built like 7 triemes and 3 galleys in total, obviously threatening to land 6 knights on the shore at a variety of places. So I built 7 triremes myself, using that cap fort to move 4 of them in, and got 3 lucky wins to start things off - had a 10 XP trireme which died this turn on the offense clearring out his navy.
I don't know what he had in those galleys, but the formation knight count in his capital dropped to 4. And I just lost 3 triremes and a galley in order to sink 3 triremes and 2 galleys So maybe he just lost 4 elite knights on a quixotic final "FU" which he sort of gave up on after seeing how garrisoned the coastal cities are after the Uungi razing.
ANYWAY, that was just SD having fun on the water. I was the first to start building triremes ironically.
The big news is that after moving next to his cap he attacked with just his catapults, leaving my stack injured for 1-2 turns. So I just bombarded the cap and healed, since i have a medic. This new turn he hasn't moved his troops away so I think maybe he has finally given up.
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Very first combat - treb with 32% odds withdraws from longbowman with garrison 2. stack promos not counting the two trebs:
Civac told me not to put anti-siege promos on the knights, but I felt it was a good idea, I think it very very slightly improved performance in the first battle of the war according to Vodka.
Anyway, next we lose a treb and 6 catapults.
This war has been a real nailbiter because both MSci and Commodore were sitting in their closest cities with really gnarly stacks. But recently it dawned on me that Nauf can only attack Msci, and Pind can only attack Commodore.
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We lose only a knight after the initial treb and 6 cata losses.
Then there's Zimbir, 3 tiles north with 40% culture defense and two garrison1 longbows. Covering the approach to Uruk with SD culture. I don't feel like waiting 3 turns to bring up new artillery to bombard that, so I will just lose 2 knights taking it.
Moving the sentry-knights into Nice, we reassure ourselves that Msci wasn't lurking in the rear with a stack to ambush us via SD. That would have been brutal.
Of course he could still be lurking north-west, if roads give 3 movement based on the mover, not the road owner?
Realistically though - Msci's stack is over by nauf as our scouts see. But I imagine backing someone else up in a war unexpectedly must be bruuuutal.
Also, settled my fourth Great General - two in the 2nd city Kaechon, and two in the capital now. Both making 11xp knights every 3 turns thanks to Vassalage.
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All roads, anywhere, give 3 moves to a player A once player A researches Engineering. Doesn't matter if the roads are in player As territory, in unclaimed land, or another layers territory.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Well fought, and congratulations on sinking that fleet.
(May 18th, 2023, 19:48)BING_XI_LAO Wrote: Civac told me not to put anti-siege promos on the knights, but I felt it was a good idea, I think it very very slightly improved performance in the first battle of the war according to Vodka.
Yeah, the cats are so low strength that you're better of with a straight combat promotion. When facing them, you've usually won the fight. They can also be flanked away if fighting in the open.
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Bing wanted the anti-siege promotion as a defensive measure vs SD's collateral first strike. I also don't think it's useful for that, however.
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