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[SPOILERS] scooter, pindicator, and Huayna Capac try some fast Zulu cuisine

It'll probably be nice to have 2 cats just in case. Overall, sounds good. I tried to get into the game to take a look at Indian buildings, but I can't seem to get in right now. Not sure what's up.
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Well, i forgot to account for a 13h chop at LJS. Thats gonna mess with overflow. 3 solutions:
1) the extra hammers let us swap an impi with a catapult
2) don't chop the forest and instead send the worker north to chop trees around White Castle
3) redo the micro and try to get another unit out
3a) Delay the chop to turn 111. This will get us an archer at eot112, which would help tie up some of Comm's troops but put the worker in danger
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Okay, updated plans, hopefully in a more readable format:

Long John Silver
[Image: y4mvy-DikZx32Cxp9zzATQ0SyBtHqD-O9fLsEyr8...pmode=none]

"Forgotten Chop" is the where 13h would go if we moved and chopped with the southern worker. If I just put the chop in with the plan as it is, the hammers don't really do any good. The easiest solution would be to delay the chop til turn 111 or forget it altogether and get an extra chop up at White Castle before the enforced peace ends. Next easiest would be to chop on target and just change the impi on 109 to a third catapult. I don't know if redoing hte micro will get us an additional unit because there just isn't time to get all the whips in.

In N Out
[Image: y4mR71DvopdauFxxfH-H1ESuE-CG5GK2_1z6Pv6P...pmode=none]

White Castle
[Image: y4mAIJnBueYofVhhfvyhhuAkN2sPqN6JvCXhiqJA...pmode=none]

Any comments? If no objections, I'll play the turn with this in mind
Scooter, I gotta take care of some stuff but I should be on 9 PST if that isn't too late.
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Looks great to me. Thanks so much for putting these together thumbsup. I'm still not feeling so great, so I'm just going to head to bed early (plus I'm having some weird connection issues still). So I won't be up when you go to play the turn - hope that's OK.
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Okay, with these plans we are looking at:

CURRENT FORCES:

1 Warrior
2 Archers
5 Axes
1 GG Axe (2-mover)
5 Impi
3 Chariots
4 Galleys

PLAN ADDS:

3 Catapults
2 Axes
2 Impi
2 Chariots
3 Galleys

TOTAL AVAILABLE FOR ATTACK:

1 Warrior
2 Archers
3 Catapults
7 Axes
1 GG Axe (2-mover)
7 Impi
5 Chariot
7 Galley


*I've decided to swap an impi for a catapult. That's the easiest solution for the 13h chop coming in 3 turns to LJS. (And probably upgrade that warrior to an impi later.)
Seven galleys mean we can take 14 units in our first wave.

First Question: What is our troops composition?
Second Q: What's the timeline? (This one's a bit more complicated...)

And here's an overview shot for the fun of it smile





Did you notice the free tree growth we got at White Castle? 30 free hammers!!!
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I've gone and named our 7 galleys:
[Image: 800px-Invasions_of_the_Roman_Empire_1.png]

I didn't use the full name, just a short abbreviation that shouldn't be recognizable. I'm afraid that if I use the full name it may give away our intentions ahead of time.
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Popped in real quick. I didn't touch any of the cities - just wanted to take a look. First, Commodore rolled the dice to snipe that barb city:

[Image: aqyneCL.jpg]

Not a huge deal, we got some nice XP out of the excursion so it worked out fine IMO. Would have liked the gold but it's ok. More importantly:

[Image: I0o5n19.jpg]

Looks like we won't have to worry about an early border pop unless something changes quickly - no culture in here now.
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Well, I've got new micro up for LJS. Emailed scooter a copy, but I found a way to still get a 3rd catapult. Except we're going to switch that to be an 8th galley. So 8 galleys on the attack at turn 118. Or 7 galleys on t116 with an 8th 2 turns behind. That seems more likely...

Emailed scooter the new plan for LJS, so it's there. The big difference is we get one less axe for the attack, but the axe is still built - it finishes turn 112 so it will be there to defend against Commodore's invasion. Which means we need to have units in the city on turn 112 so he can't just 2-move his way in. We're probably going to have an impi or two along with an archer in the city. Then on t113 we move the impi out as the axe has finished.

Way too tired. Noble is trying to chat me up for pbem45 micro and I'm going to go to bed instead.
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Pfft!
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New turn is up, but before I open that up I wanted to go over a proposed plan of attack:




7 galleys will stage on the blue square by end of turn 112. We should load as many 2-movers in there as possible. I wrote to include 2 axes because we will want to have some troops to attack the defenses at IW, but perhaps we try to get by with only 1. Every slow unit is one less unit we can bring against the capital. They will travel on the blue arrow and drop off their troops on turn 116.

We will also have an 8th galley that will reach the blue staging tile by end of turn 114. I figured this would be a good candidate to bring along a pair of catapults. It's the yellow arrow. Now, we can use ship chaining to speed up the catapults , to catch the front group, but even with ship chaining the catapults won't be able to unload until turn 120 or attack until turn 121. (Actually, we can land S of the sheep on turn 118 and reach the capital on turn 120 with the cats. So a turn turn delay may be worth a pair of cats.) The two-movers will reach the capital on turn 119.

Question: Does this mean it's better to save all the catapults for the second wave and go all 2-movers? We can strike turn 119 with solely 2-movers, or 120 with catapults (with cats being vulnerable for 2 turns), or 121 with cats on boats until the very end

Ships not involved in chaining or ferrying up catapults will go back to pick up what's left at White Castle. That second staging tile is in red at the top of the picture. This should be at turn 119. The second wave can either head south to help take the holy city, or head east and take the north. It depends on how well our 2-move stack is doing.

What do you guys think? Would you do it a different way?
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