Turn 154
There are a lot of great things about this game, but one of my favourites is that I've got novice on my team. Hydra doesn't stand a chance.
Other things that don't stand a chance include Lancaster - I think I need to abandon it, but I'll come back to this after the main event...
I have 23 grenadiers (a handful aren't fully healthy) and 16 rifles. He's got one uninjured cav and one rifle, then the rest are still hurt.
I'll send in a catapult first, (it gets no hits). Then I use some unpromoted grenadiers to try and get odds for my promoted ones.
A 50/50 chance of killing his GG medic sounds good to me. Unfortunately he survives which I will probably regret...
My grenadiers kill a few units before they start being allowed to hit rifles, at which point there is a bloodbath! But now I'm not getting odds on the remaining rifles any more (I've promoted way too many of my rifles to guerilla and city garrison so they only get 50% at this point - Noble is going to kill me). So I'll send in my withdrawing horse archers to try and score some hits and flank some catapults.
After which I have a bit of a rush of blood - every one of these losses was at better than 50%, some were as high as 70%. I'm not happy. Especially about Beliarius. Worse, now I have a lot of grenadiers sitting unprotected on flat land and Hydra's units will start healing. If only I'd killed his great general medic. I think I need to move my city garrison out of Barnet to cover the injured units.
I'd have 14 decent units and 8 pikes to his 16 catapults and 20 nearly-healed rifles. I don't like those odds much, but I need to protect my grenadiers. If possible.
Up north I've given Lancaster up. I'll leave an archer and two rifles in it to make things at least a little tricky, but I guess he'll only lose a couple of rifles capturing it. I'll have a lot of cats and grenadiers at Halifax soon and can start drafting rifles in two turns time...
In the east Azza can walk into de_inferno next turn so I'm going to offer this deal in the hope that he doesn't come after Redditch too. The city itself is culturally crushed and only useful for the MOM. It could be taken as a sign of weakness by Azza, but no more so than the current garison of one crossbow. Lets just see how much good will it generates...
This looks a little better, hope it still looks that way next turn. Nationalism in two turns.
There are a lot of great things about this game, but one of my favourites is that I've got novice on my team. Hydra doesn't stand a chance.
Other things that don't stand a chance include Lancaster - I think I need to abandon it, but I'll come back to this after the main event...
I have 23 grenadiers (a handful aren't fully healthy) and 16 rifles. He's got one uninjured cav and one rifle, then the rest are still hurt.
I'll send in a catapult first, (it gets no hits). Then I use some unpromoted grenadiers to try and get odds for my promoted ones.
A 50/50 chance of killing his GG medic sounds good to me. Unfortunately he survives which I will probably regret...
My grenadiers kill a few units before they start being allowed to hit rifles, at which point there is a bloodbath! But now I'm not getting odds on the remaining rifles any more (I've promoted way too many of my rifles to guerilla and city garrison so they only get 50% at this point - Noble is going to kill me). So I'll send in my withdrawing horse archers to try and score some hits and flank some catapults.
After which I have a bit of a rush of blood - every one of these losses was at better than 50%, some were as high as 70%. I'm not happy. Especially about Beliarius. Worse, now I have a lot of grenadiers sitting unprotected on flat land and Hydra's units will start healing. If only I'd killed his great general medic. I think I need to move my city garrison out of Barnet to cover the injured units.
I'd have 14 decent units and 8 pikes to his 16 catapults and 20 nearly-healed rifles. I don't like those odds much, but I need to protect my grenadiers. If possible.
Up north I've given Lancaster up. I'll leave an archer and two rifles in it to make things at least a little tricky, but I guess he'll only lose a couple of rifles capturing it. I'll have a lot of cats and grenadiers at Halifax soon and can start drafting rifles in two turns time...
In the east Azza can walk into de_inferno next turn so I'm going to offer this deal in the hope that he doesn't come after Redditch too. The city itself is culturally crushed and only useful for the MOM. It could be taken as a sign of weakness by Azza, but no more so than the current garison of one crossbow. Lets just see how much good will it generates...
This looks a little better, hope it still looks that way next turn. Nationalism in two turns.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld