Turn 143
Stream happened. If you click the above twitch links that I spammed, you should be able to find a replay of the stream. I'll try to recap things for you here, though. I'm only going to report on the combat side of things. Pindicator is going to wrap up the domestics later. There were a couple global events, but those can wait. Let's dive right in.
The Battle of Nine Valleys
This is the gold/ivory/fish spot we tried to take earlier in the game. Let's do that first. We had a minor snafu in finding out that one of our galleys does not have Nav1 (LOL). Thankfully we have an extra galley, so it won't hurt us. So he added a chariot into Nine Valleys, but all that means for Zerks is an extra XP. The first defender is the only real defender - CG archer - so here we go:
CR1 Zerk vs CG1 Archer (86%) - WIN (0.3health)
Off to a good start. From there it was a romp against two vastly inferior units.
Unpromoted (C1) Zerk vs Spear (99%) - WIN
C1 Zerk vs Chariot (99%) - WIN and capture
Somehow I missed the screenshot of the actual capture, but here's a look inside 49ers.
We've had that name ready for literally months . Granary + Market sounds fantastic to me. The city never had a lighthouse anyway, so that wasn't going to happen. So we're off to a good start, 0 casualties taking that city. Next let's look at the battle of Red Spring Hold. That city had a spear + 2 archers and... wait where is the spear? Live on stream, and I couldn't find the spear . He's had that thing in there for doooozens of turns, and now he moves it out on the exact turn we're moving in. Rough luck for him. So we just needed to kill two archers here (on flat ground). We have several 5xp Knights, but we chose to use 3XP Knights promoted to C1. The strength ratio was just good enough that both would get 2XP and a promo with a victory, which also lets us preserve all of our 5XP Knights. Sounds fantastic. Soooooo.
C1 Knight vs CG2 Archer (91%) - WIN
Leaving us with the cleanup:
C1 Knight vs CG1 Archer (96.5%) - WIN and capture
We made a large chunk of change on these two captures. Good, because it cost us a large chunk of money to upgrade those Knights! Red Spring came with a granary as well. Final combat log:
0 casualties so far for the good guys. Anyway, we spent a few minutes deciding on where to put units. Quickly, here's a little overlay of what he had in the region:
So there's the disappearing spear hah. 1W of the city he used it to cover 2 workers that were not possible for us to reach. So this left us with a decision. The 1 Knight 1E of the city was vulnerable since there are 2 spears in range of it. We brought along an axe + spear, which were ideally going to cover the workers 1NW of Smoke Springs. The problem is this wounded Knight is kinda vulnerable, and him having more than one spear in range (plus a C1 axe) made me kind of leery, since I don't want to lose a 5XP Knight if I can avoid it. So here's what we ended up going with:
1) Use the C1 axe to cover the Knight 1E of Red Spring. If spears come, the axe should handle that rather easily. If he attacks with the C1 axe, the Knight will defend and win pretty easily (it's still 6.8h + C1). That should save us a double promo Knight.
2) To offset the lack of an axe to cover the workers, I left behind a trailing Knight to combine with the spear to cover the worker. That Knight isn't nearly so vulnerable to Spears because 1) only one spear in range and 2) it's full health (and C1) so he can't even get odds. It does mean that Knight cannot join the forking group next turn, but given we suffered 0 casualties, I think this will have been worth it - especially if it saves a Knight in the process. In theory he could use everything and maybe kill one of these groups, but if he wants to fight this war on flat ground and hand us Smoke Springs for free, I'm completely fine with that. I suspect he will not.
3) That leaves us with 9 Knight inside Red Spring Hold, 8 of which are full health. The 9th gets a second promo next turn, so it'll be really close to full health itself. So we'll have 6 double promoted Knights and 3 single promoted Knights. Also, the Knight 1E of Red Spring is eligible to move forward next turn too, so we'll have 10 Knights ready to go next turn. They will all move onto the grass hill tile that I have marked with a sign. That forks the capital (Rhuidan) and Colrada Hold. So on T144 both of those cities can be hit. As an added bonus, on T145 we can also hit the capital with 4-5 Zerks from the boats .
Depending on what we see next turn in those two cities, we'll want to start considering when it's best to hit Alcair. Will depend a lot on what he has on defense in those two forked cities.
So there you have it. Overall, pretty fantastic start to the war.
Stream happened. If you click the above twitch links that I spammed, you should be able to find a replay of the stream. I'll try to recap things for you here, though. I'm only going to report on the combat side of things. Pindicator is going to wrap up the domestics later. There were a couple global events, but those can wait. Let's dive right in.
The Battle of Nine Valleys
This is the gold/ivory/fish spot we tried to take earlier in the game. Let's do that first. We had a minor snafu in finding out that one of our galleys does not have Nav1 (LOL). Thankfully we have an extra galley, so it won't hurt us. So he added a chariot into Nine Valleys, but all that means for Zerks is an extra XP. The first defender is the only real defender - CG archer - so here we go:
CR1 Zerk vs CG1 Archer (86%) - WIN (0.3health)
Off to a good start. From there it was a romp against two vastly inferior units.
Unpromoted (C1) Zerk vs Spear (99%) - WIN
C1 Zerk vs Chariot (99%) - WIN and capture
Somehow I missed the screenshot of the actual capture, but here's a look inside 49ers.
We've had that name ready for literally months . Granary + Market sounds fantastic to me. The city never had a lighthouse anyway, so that wasn't going to happen. So we're off to a good start, 0 casualties taking that city. Next let's look at the battle of Red Spring Hold. That city had a spear + 2 archers and... wait where is the spear? Live on stream, and I couldn't find the spear . He's had that thing in there for doooozens of turns, and now he moves it out on the exact turn we're moving in. Rough luck for him. So we just needed to kill two archers here (on flat ground). We have several 5xp Knights, but we chose to use 3XP Knights promoted to C1. The strength ratio was just good enough that both would get 2XP and a promo with a victory, which also lets us preserve all of our 5XP Knights. Sounds fantastic. Soooooo.
C1 Knight vs CG2 Archer (91%) - WIN
Leaving us with the cleanup:
C1 Knight vs CG1 Archer (96.5%) - WIN and capture
We made a large chunk of change on these two captures. Good, because it cost us a large chunk of money to upgrade those Knights! Red Spring came with a granary as well. Final combat log:
0 casualties so far for the good guys. Anyway, we spent a few minutes deciding on where to put units. Quickly, here's a little overlay of what he had in the region:
So there's the disappearing spear hah. 1W of the city he used it to cover 2 workers that were not possible for us to reach. So this left us with a decision. The 1 Knight 1E of the city was vulnerable since there are 2 spears in range of it. We brought along an axe + spear, which were ideally going to cover the workers 1NW of Smoke Springs. The problem is this wounded Knight is kinda vulnerable, and him having more than one spear in range (plus a C1 axe) made me kind of leery, since I don't want to lose a 5XP Knight if I can avoid it. So here's what we ended up going with:
1) Use the C1 axe to cover the Knight 1E of Red Spring. If spears come, the axe should handle that rather easily. If he attacks with the C1 axe, the Knight will defend and win pretty easily (it's still 6.8h + C1). That should save us a double promo Knight.
2) To offset the lack of an axe to cover the workers, I left behind a trailing Knight to combine with the spear to cover the worker. That Knight isn't nearly so vulnerable to Spears because 1) only one spear in range and 2) it's full health (and C1) so he can't even get odds. It does mean that Knight cannot join the forking group next turn, but given we suffered 0 casualties, I think this will have been worth it - especially if it saves a Knight in the process. In theory he could use everything and maybe kill one of these groups, but if he wants to fight this war on flat ground and hand us Smoke Springs for free, I'm completely fine with that. I suspect he will not.
3) That leaves us with 9 Knight inside Red Spring Hold, 8 of which are full health. The 9th gets a second promo next turn, so it'll be really close to full health itself. So we'll have 6 double promoted Knights and 3 single promoted Knights. Also, the Knight 1E of Red Spring is eligible to move forward next turn too, so we'll have 10 Knights ready to go next turn. They will all move onto the grass hill tile that I have marked with a sign. That forks the capital (Rhuidan) and Colrada Hold. So on T144 both of those cities can be hit. As an added bonus, on T145 we can also hit the capital with 4-5 Zerks from the boats .
Depending on what we see next turn in those two cities, we'll want to start considering when it's best to hit Alcair. Will depend a lot on what he has on defense in those two forked cities.
So there you have it. Overall, pretty fantastic start to the war.