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(March 18th, 2018, 16:37)Alhambram Wrote: If you look to total power ratings of warring players, it isn't biggest clash yet but it might be soon, total power rating of your list is 3490.
In PBEM 2 at turn 160/161 when war between me and oledavy/Woden started, total power rating was 4035 (Alhambram 1683, Woden 1420, oledavy 932).
I meant in terms of number of units clashing ... your war was an era later ... and with your invisible vanishing cossacks it wasn't much of a back-and-forth fight (unlike the naval battle in PBEM 4 where the fight went back and forth with no clear victor for several turns).
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Basically no change from last turn. Sullla fortified in place. Widen and CMF advanced a little, still out of sight except when horseman advances into hill. Screenshot didn’t capture
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I wish you the best of luck in your defense!
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Very little change on my turn Sulla took two potshots at my Ngao but it was less damage than they healed on the Interturn. No dec from CMF/Woden either
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Due to the I'm in negative gold, my units will start deserting. Please send me everything you have
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Sulla offers peace I accepted. That should give us some breathing room to deal a decisive blow to CMF/Woden or at least get our army ready for their next wave. I've also offered them a DoF. I'm sorry for taking this option without consulting you, but I really didn't dare refuse as they'd probably see it as us wanting to fight to elimination.
CMF/Woden are ready for the next round since they declared war. I've started about-facing my army to attack CMF's forces that are pouring out of NM.
I've sent you an offer of 4 gpt 21 gold, that is all I have to offer sadly.
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No objections to taking the peace! I started moving everything back home. I fear you will be on your own in 10 turns. Even if I am not yet eliminated, my troops will be fully engaged in the east.
I dropped a spare envoy into Lisbon and sent my trader towards one of your cities. Combined with the gold you are sening me that is barely enough to keep me in the black. I sent one final begging request for gold to Sullla + Singaboy. I don’t expect them to accept, but maybe just maybe they will. I’m out of Professional Army now. If I do get any gold I will make sure I save enough after upgrading another unit or two that I can afford deficit spending for a few turns until units start dying.
What is your plan for that settler? It looks to me like you are moving it out. If you found another city it will be a free gift to Sullla in 10 turns. I would probably advance it as far as you can and then delete it in sight Sullla/Singaboy for or cover it with a Ngao and send it to the far south tundra. Then a turn or two before you are eliminated found the city and make them eat occupation for a couple more turns
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I wonder what the Archduke + Emp K team is doing this game? They have a religion (first in the game IIRC) and have been at peace all game (as far as we can tell) yet it appears that W/CMF's stats are about equal or higher.
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Couple of screenshots of the current battle lines:
If there is one thing I learned about military combat from the duels, it's that I need to be patient. My plan in general is to not engage in any combat outside the influence of my city walls, except to kill siege engines. In looking at the screenshots, I probably should have pulled the archer and crossbow off those hills east of the capital. I need to bide my time and play conservatively. My guess is that Woden will be able to bring about the same force to bear that I can (surely he has to keep some military at home, right?). His two GG, although no longer stacking, will cover a wide front and give him the +5 combat bonus virtually everywhere. How much of a defender's advantage is there really Civ 6?
The advantages as far as I can tell are: - City walls - Weaken attacks against a city, and can fire back. A temporary road block. Rams in my opinion are too powerful. A single ram is enough to boost any unit attacking the city from any direction. The ram does not even need to have any movement points remaining to work! I think a good limit on a ram would be to make their aura of effect the same a zone of control rules (adjacent tiles, but doesn't cross rivers) and only make them effective for the number of MP remaining on the ram. Then add in a policy card that boosts their production. Maybe allow chaining (of any siege weapon including towers and catapults) with a mounted unit to increase movement +1.
- Fortification/defensive terrain - problem with fortifying is the first-strike of ranged units, and the attacker's ability to concentrate fire.
- Short supply lines - difficult to reinforce (especially for Woden in this case, fighting something like 20 tiles from his borders).
- Support bonuses - attacker has support bonuses as well, but with the defender it is easier to rack up +6 and +8 from a block of units. An attacker against a solid force can only get +4 at a corner or +2 at a flat face.
March 22nd, 2018, 07:36
(This post was last modified: March 22nd, 2018, 07:39 by Cornflakes.)
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What odds do I give myself of survival? I'm an optimistic personality, so I'm going to say 20%. For one thing Woden is not a proven general yet. For another, the terrain around both of my cities is tricky for an attacker. My encampment on a hill can fire over the surrounding flatland jungles. I should be able to see a ram approaching either city and be able to pick it off, sacrificing at least a knight but gaining time and morale points. How many rams does Woden have? It's a long hike from home to make more! He could of course cash rush out of the city that he has captured. I'm hoping that my reaching Knights/Crossbows and professional army has struck an initial morale blow.
On another tangent, rapid or emergency production really is difficult in Civ 6. The only reason I have half of my units is because of the chops around Preah Vihear. Hariharalaya was essential for Feudalism eureka and a monument +2 , without which I would not have reached Professional Army, but it just could not produce anything in a reasonable timeframe. Granted it's a stunted tiny city and we are past T100 so I guess that makes sense. But in Civ 6 at least I could have whipped my cities into the ground for additional military.
The lack of emergency production provides dangerous opportunity for an attacker who plans ahead. E.g. build an "army" of builders and "arsenal" of gold that doesn't show up on the power ranking. Then time completion of Mercenaries with Stirrups. A few turns before those complete, use the builders to chop/harvest tile after tile into Maneuver-boosted chariots. Overflow into more chariots while moving the builders for more chops. Then upgrade and dash off at an enemy who sees your power rise from 300 -> 1000 in 5 turns
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