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Intersite Game - Turn Discussion Thread

Did we win? popcorn
Suffer Game Sicko
Dodo Tier Player
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Its still able to view
"You want to take my city of Troll%ng? Go ahead and try."
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I missed it to, but Sullla recorded the stream:

http://www.twitch.tv/rbciv/b/414270159
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Just watched the stream, nice to get the in-game feeling. smile

Are we going to promote more of our frontline units? Was that something Sullla was planning to do later when he logs in to end turn?
I have to run.
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We did all the promotions that we think we need this turn. The German team can't have very much material in any positions to attack us. So we took just a handful of Combat 1 promotions for defense, and will reconsider the rest for offense and promo-healing if needed.
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(June 8th, 2013, 14:16)novice Wrote: Just watched the stream, nice to get the in-game feeling. smile

Agreed, much appreciated goodjob.

Darrell
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How did we do?
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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(June 8th, 2013, 15:35)Gold Ergo Sum Wrote: How did we do?

Sullla will give his update later today. Lack of Engineering slowed us down. One mace for an axe, spear, and city.
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Turn 150 - 800AD

The German war has begun. So far, so good.

[Image: ISDG-1018s.jpg]

We chatted a bit with WPC at the start of the turn, and they gave us some suggestions on where to move our war chariot. If anyone was paranoid and worried that WPC was secretly planning to attack us, that did not come true. They've also declared on the Germans and are fighting away. Their main army was apparently two tiles north of the cow, and it moved southwest onto the forested hill tile this turn. This motely assorted stack is moving in behind the main army; we should see their primary group next turn. Kjn found out from Demos tracking that WPC killed two German units and lost two of their own units this turn in some light skirmishing. We'll have better vision over here next turn.

[Image: ISDG-1019s.jpg]

We started out the turn by declaring war. No mistakes here, I used the infamous Alt-click to initial hostilities. Our first target was the German city on our border, renamed to Fort Alamo. The Germans whipped walls between turns, which was an odd choice considering that they only had two units inside. Walls generally don't do much without more units defending. Anyway, the tactics here were pretty simple. Send in maces and save our two-movers for use later in the turn:

Quote:Battle of Fort Alamo

Mace vs axe (22%) LOSE
Mace vs spear (91%) WIN
Mace vs axe (99%) WIN, RAZE CITY

[Image: ISDG-1020s.jpg]

The battle went exactly as expected and we razed the city. With the city down, we moved up our knight and two war chariots to be in a position to hit Wombatshausen next turn. The Germans should not be able to log into the game, according to this mod's rules, so they can't even get an emergency whip in place for that city. We expect it to have a single axe or quechua on defense, hopefully it will go down quickly next turn.

[Image: ISDG-1021s.jpg]

To finish up this turn, we moved up our remaining maces and elephant onto the razed tile, along with our replacement settler. He'll plant on the tile north of the ruins next turn, in a stronger and more culturally defensible location. Note that there is a Woodsman II axe just kind of hanging out to the east. If it doesn't retreat next turn, we will probably kill it with a war chariot (the 100% bonus on attack exactly cancels out the 100% bonus to defense).

That was the extent of the action for this turn. Over on the main front, we first had to decide if we wanted to attack the German city of Wasserburg. If we had Engineering tech, this would have been extremely easy to do, and we could have taken the city this turn and reinforced it with the main stack. Unfortunately, we don't have Engineering tech for the road bonus, which means we have to be a bit more patient. We do not have enough mounted units to have good odds of taking the city, and even if we did capture it, the Germans could easily take it back on their turn. Therefore there's no point in attacking it this turn.

[Image: ISDG-1022s.jpg]

Instead, we moved the Sentry chariot forward to scout, revealing the lightly guarded inside of Worms. (This is our next target, Wasserburg must fall first.) There is one tile where we could not get vision, the boxed tile above located two east of Worms. Our best guess is that the main German army is probably on this tile, ready to move to Worms or Wasserburg as needed.

Here's where we moved:

[Image: ISDG-1023s.jpg]

The main stack moved two tiles northeast, up next to Wasserburg. It's on flat ground, but what could the Germans hit our stack with? The only one movers in range are two axes and a spear, and their only two movers are chariots, which are more than welcome to come charging in against our force of war elephants. There's essentially no chance that the Germans try to attack our army, at least not this turn.

We expect that the Germans will likely move their big force into Wasserburg between turns and try to defend the city. That's perfectly fine with us; we will be able to bomb out nearly all of the defenses next turn, and then start killing units with our stack. I counted, and we have 28 units that can attack the city next turn. Here's a closer image:

[Image: ISDG-1024s.jpg]

The German turn player might need a new pair of pants when they log in and see that. lol We've actually kept most of these units hidden to this point in time, they don't know what they're up against. Anyway, so we expect them to move in their army next turn, then we'll take the defenses down to ~10% with our catapults and start killing units. The German army is heavy on axes, catapults, and chariots, all of which will lose to our maces. The cats and chariots don't get any defensive bonuses at all. I hope that they try to defend this city, because there will be a massive bloodbath if they do, and most of it will not be our guys.

If they choose not to defend Wasserburg, then great! We'll take the city and start moving on Worms. We can throw down roads and have the main stack on the tile northeast of the pigs next turn. There doesn't appear to be a whole lot that they can do, aside from stall for time to get longbows, and even that won't really save their team, only delay the inevitable. We shall see what they do.

[Image: ISDG-1025s.jpg]

Here's our northeastern front, which turned out to be completely quiet. The units stationed over here have been moving towards Wasserburg, as the Germans don't seem to have any intention of invading us.

In our city builds, we whipped knights in Forbidden Fruit and Frozen Jungle this turn, both as planned on previous turns. We also drafted Starfall; it will finish Globe Theatre in 2t. There is still time to discuss whether we want to build a barracks in the capital, or if we should swap that over to a university. I think it's mostly a question of whether we believe we'll need that +2 happiness from Nationhood civic. We also debated university vs grocer vs knight in Gourmet Menu; we're on grocer for the moment. Please let me know your thoughts on this, if you guys would prefer a change in any of these cities.

[Image: ISDG-1026s.jpg]

Settler gets picked up for the silver city next turn, founds the city T152. If we have a huge battle outside Wasserburg next turn, the silver happiness will arrive just in time to counter the arrival of war weariness. No, there are no seafood resources down there.

Overview:
[Image: ISDG-1027s.jpg]

We decided to run 40% research this turn, because it would allow us to finish Engineering tech at 100% research next turn. We're hoping to be able to pick up some pillage and city capture gold to speed that along, in a pinch we might also run a few Wealth builds. We'll see. Engineering hopefully to be done eot 151.

[Image: ISDG-1028s.jpg]

GNP predictably went into the toilet when we moved 30 units into German territory. There isn't much to be done about that. We still have outstanding research capacity, it's only brought down by high costs. Not too much to say about everything else here.

This turn was Livestreamed on a new account that I set up for our purposes. You can find it at http://www.twitch.tv/rbciv/ and the specific recording for this game is located here: http://www.twitch.tv/rbciv/b/414270159 Thanks to everyone who came out and played through the turn today.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
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First off - well done all. It was a pretty good starting turn. It could have been better (winning a low odds first battle, being slightly better placed with a unit or two) ... but a good start.

(June 8th, 2013, 16:04)Sullla Wrote:
[Image: ISDG-1021s.jpg]
The battle went exactly as expected and we razed the city. With the city down, we moved up our knight and two war chariots to be in a position to hit Wombatshausen next turn. The Germans should not be able to log into the game, according to this mod's rules, so they can't even get an emergency whip in place for that city. We expect it to have a single axe or quechua on defense, hopefully it will go down quickly next turn.

I saw some suggestions in the chat log for a sentry chariot here. I think that is what we should have done ... promoted one of them to sentry. Then we wouldn't have to guess what units are in there. Sentry might cost us a little on the defensive side (slightly weaker defensive unit) but if we think there are only a spear and an axe (or just an axe), a sentry chariot could still take it down.

As it is - we have three units sitting out there with little idea what is in that city. They might not even be there next turn if our guess is badly wrong. With a sentry chariot, we could move it up, check what is there and then make the decision to push the other two units up.

Keep in mind that we need to remove that city to found with our settler. As I said above, it would have been good to know if we could kill that city next turn.

Quote:
[Image: ISDG-1022s.jpg]
Instead, we moved the Sentry chariot forward to scout, revealing the lightly guarded inside of Worms. (This is our next target, Wasserburg must fall first.) There is one tile where we could not get vision, the boxed tile above located two east of Worms. Our best guess is that the main German army is probably on this tile, ready to move to Worms or Wasserburg as needed.

Sullla mentioned in the stream that he chatted with Speaker about putting a unit on that forest hill tile. The only units that could make it to that tile this turn were 2-movers and it would have been dead. We could have done that this turn with a mace this turn if we had been more on the ball. Peal off one of the main stack maces last turn and move it 1 tile north - then it could have made it to that forest hill this turn.

I think we need some more discussion about war plans and little tactical decisions like this.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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