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How to stop the mongols:
- Declare war before trade can be established, easier as a non-immeadite neighbour.
- Prepare defensive positions with cheap anti-cav units.
- Reinforce with support bonus.
- Place encampments if needed.
As shown in exhibit #A by Alhambram. I tip my hat, sir, this is impressive.
Even more so with a non-charge promoted Knight.
Absolutely beautiful Alhambram. Excellent use of terrain, even better then PBEM #6
Turning around and going north takes 20 turns and by sea maybe 12, if it is was safe.
Will provide more analysis if I have time.
In any case, free inquiry provides a much needed boost to our science rate. Culture is high enough by now, so that dedication is no longer needed.
And my 2nd kesqik races north to escort that damn ram.
You see, suboptimal even 10 turns earlier was too late in the south, Alhambram was already prepared. Wait 10 more turns? Hah, chanceless.
This game will come down to who can conquer more of Japper and who can build better. I do not like my chances against Chev and Alhambram there.
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Yea, he had the time to set up right. If he brings the pikes on the offensive how much does their strength drop (they lose 9 from terrain/fortification). Actually, in the first picture how is he at 74? The numbers there only add up to 64 CS, unless there's a +10 support bonus backing up that unit.
May 20th, 2018, 16:18
(This post was last modified: May 20th, 2018, 16:19 by Shimomo.)
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(May 17th, 2018, 09:37)suboptimal Wrote: Four knights attacking his capital without a ram could take down the walls and take the city in two turns. At 51 v 27 they'd average about 12 damage per attack - the first four attacks might take down the walls in one turn and once the walls are down three attacks would take the city (avg 78 damage). A level of diplomatic visibility or a Great General guarantees the walls down in one turn.
A ram would cut the attack to one turn - one knight takes down the walls, another three take the city.
Thanks. So Archduke should be able to oneshot the walls at Ijz???cht with a knight + ram as well.
(May 19th, 2018, 13:56)suboptimal Wrote: Yea, he had the time to set up right. If he brings the pikes on the offensive how much does their strength drop (they lose 9 from terrain/fortification). Actually, in the first picture how is he at 74? The numbers there only add up to 64 CS, unless there's a +10 support bonus backing up that unit.
Isn't it because it's in the encampment?
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(May 19th, 2018, 13:13)TheArchduke Wrote: This game will come down to who can conquer more of Japper and who can build better. I do not like my chances against Chev and Alhambram there.
Archduke, how is it going? I've noticed you tend to underestimate yourself. I definitely think you can take ground against Alhambram, and you are certainly the favorite to win this game.
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(May 20th, 2018, 16:18)Shimomo Wrote: (May 17th, 2018, 09:37)suboptimal Wrote: Four knights attacking his capital without a ram could take down the walls and take the city in two turns. At 51 v 27 they'd average about 12 damage per attack - the first four attacks might take down the walls in one turn and once the walls are down three attacks would take the city (avg 78 damage). A level of diplomatic visibility or a Great General guarantees the walls down in one turn.
A ram would cut the attack to one turn - one knight takes down the walls, another three take the city.
Thanks. So Archduke should be able to oneshot the walls at Ijz???cht with a knight + ram as well.
Yup. The knight would do about 100 points of damage. Three knights and a ram would take the city. I don't know what would happen to the pike in this instance.
(May 20th, 2018, 16:18)Shimomo Wrote: (May 19th, 2018, 13:56)suboptimal Wrote: Yea, he had the time to set up right. If he brings the pikes on the offensive how much does their strength drop (they lose 9 from terrain/fortification). Actually, in the first picture how is he at 74? The numbers there only add up to 64 CS, unless there's a +10 support bonus backing up that unit.
Isn't it because it's in the encampment?
No. If you mouse over the Encampment the combat info window displays what would happen in an attack on the district. In this case the district is at 45 CS on defense (48 if it's on a hill), the walls have 50hp and the district garrison has 100hp. If the district garrison goes to zero the pike is killed. Because of the CS being 45 this would take three knights and a ram to pillage.
(May 20th, 2018, 16:18)Shimomo Wrote: (May 19th, 2018, 13:13)TheArchduke Wrote: This game will come down to who can conquer more of Japper and who can build better. I do not like my chances against Chev and Alhambram there.
Archduke, how is it going? I've noticed you tend to underestimate yourself. I definitely think you can take ground against Alhambram, and you are certainly the favorite to win this game.
Archduke, I think even if the attack against Alhambram stalls out and you split Japper between you and CMF you're still in good position here. He's not counter-invading any time soon and the only reason that CMF is able to attack Japper is because Japper's military is so weak. Science might be level or behind but it will quickly catch up as population grows and Campus districts get built. Another consideration is that with Alhambram's milpower of 360 you're looking at just under a third of it right here.
May 21st, 2018, 11:09
(This post was last modified: May 21st, 2018, 15:17 by Shimomo.)
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(May 20th, 2018, 22:14)suboptimal Wrote: No. If you mouse over the Encampment the combat info window displays what would happen in an attack on the district. In this case the district is at 45 CS on defense (48 if it's on a hill), the walls have 50hp and the district garrison has 100hp. If the district garrison goes to zero the pike is killed. Because of the CS being 45 this would take three knights and a ram to pillage.
@suboptimal right. Yeah then idk where the +10 is coming from. I thought DotF but there's no religion there. Can't be support bonuses because max would be 3 units => +6. Giant's Causeway would be +5, which doesn't make sense b/c odd number. I thought maybe a governor? but the pike he's looking at is outside the city right? and there's no promotions on it.
(May 20th, 2018, 22:14)suboptimal Wrote: Archduke, I think even if the attack against Alhambram stalls out and you split Japper between you and CMF you're still in good position here. He's not counter-invading any time soon and the only reason that CMF is able to attack Japper is because Japper's military is so weak. Science might be level or behind but it will quickly catch up as population grows and Campus districts get built. Another consideration is that with Alhambram's milpower of 360 you're looking at just under a third of it right here.
I agree. Plus it's not like CMF and Alhambram can really talk to each other, so they can't strategically or tactically coordinate to any serious degree. You should be fine. Maybe later put a couple ships on the water for scouting against surprise attacks. EDIT: looks like you've already got one.
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(May 3rd, 2018, 02:31)TheArchduke Wrote: Even not being Mongolia, if you go for either archers, spearman or walls you can easily defend against a foe with a bonus against you. But you have to sacrifice some development speed to do that. Emperor K and Rowain should have both built more military and quicker. Rowain should have aggressively settled towards me whilst I was buy in the north and fortified the mountain passes and took Granada and fortified it. Instead he built an Oracle.
Have you looked at the numbers? My last city with walls, the defense Governor and the civic which increase city shots made whooping 12 damage/shot on your Horses. The archers even less and the Spear while beeing able to stand one on one with a warchariot had no chance at all vs your Horses. Building a Horse-army vs Mogols is not really working as they might switch side instead of dying.
I tried to reach Crossbows but was 5 turns too slow for that. Had your attack come 2 turns later I would have had the Def. Governor with 2 promos and some use of the GP too. All in all I would say if you attack gets delayed by 10 turns I think I could have put up some fight.
(May 3rd, 2018, 22:43)suboptimal Wrote: There's actually a thread over at CFC titled "Can't Beat Human Mongolia". Someone over there keeps playing duels against a friend and gets his ass kicked.
Maybe if he starts in medieval Age and uses Pikes and Crossbows.
May 22nd, 2018, 08:09
(This post was last modified: May 22nd, 2018, 08:09 by suboptimal.)
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(May 21st, 2018, 11:09)Shimomo Wrote: (May 20th, 2018, 22:14)suboptimal Wrote: No. If you mouse over the Encampment the combat info window displays what would happen in an attack on the district. In this case the district is at 45 CS on defense (48 if it's on a hill), the walls have 50hp and the district garrison has 100hp. If the district garrison goes to zero the pike is killed. Because of the CS being 45 this would take three knights and a ram to pillage.
@suboptimal right. Yeah then idk where the +10 is coming from. I thought DotF but there's no religion there. Can't be support bonuses because max would be 3 units => +6. Giant's Causeway would be +5, which doesn't make sense b/c odd number. I thought maybe a governor? but the pike he's looking at is outside the city right? and there's no promotions on it.
It occurred to me last night that the "missing" +10 is because anti-cav get +10 vs. cavalry and that wasn't factored in to the CS. The bonus itself was probably on the second "page" of bonuses.
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(May 22nd, 2018, 08:09)suboptimal Wrote: (May 21st, 2018, 11:09)Shimomo Wrote: (May 20th, 2018, 22:14)suboptimal Wrote: No. If you mouse over the Encampment the combat info window displays what would happen in an attack on the district. In this case the district is at 45 CS on defense (48 if it's on a hill), the walls have 50hp and the district garrison has 100hp. If the district garrison goes to zero the pike is killed. Because of the CS being 45 this would take three knights and a ram to pillage.
@suboptimal right. Yeah then idk where the +10 is coming from. I thought DotF but there's no religion there. Can't be support bonuses because max would be 3 units => +6. Giant's Causeway would be +5, which doesn't make sense b/c odd number. I thought maybe a governor? but the pike he's looking at is outside the city right? and there's no promotions on it.
It occurred to me last night that the "missing" +10 is because anti-cav get +10 vs. cavalry and that wasn't factored in to the CS. The bonus itself was probably on the second "page" of bonuses.
But it says "+10 against cavalry" already... not sure what you mean.
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(May 22nd, 2018, 10:02)Shimomo Wrote: But it says "+10 against cavalry" already... not sure what you mean.
That means I didn't have my morning coffee when I typed that....
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The lurker thread isn't super active but I wonder if they know what's going on. I am honestly out of ideas!
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