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Mr. Cairo PB 49 [Spoilers]

So he landed his troops on Ruff Island. He sailed into and landed on Ruff's territory, and Ruff didn't accept my OB offer, so I couldn't sink another of his Galleys. He also offered peace, which is rich af. When he wasn't losing he rejected my peace offers, now that it isn't going his way he expects me to make peace? Anyway, Ruff also sent me a weird offer, on his side was Iron, Horses, and Rice, for giving back that city. I guess he was asking me not to try and hold it? But that was my intention as soon as Miguelito sent his invasion fleet out. Fortunately, where Miguelito landed his troops let me escape the city with my two CR2 Swords. I deleted the Axe. I sent back to Ruff Iron-Iron and OB, hopefully he'll see that, plus the empty city, as a sign I don't want to fight over it any more (for now).


Also, it turns out I had sunk the 2 galleys with catapults in them. His new galley had an Axe and a War Elephant. So it's nice to know he has those now.

Comm also suffered last turn, or the turn before, fighting Cornflakes, according to the power graph. FT has also now attacked Comm. So depending on what happens I may end up expanding that way at some point. Wouldn't that be something. I'm still woefully behind in tech though...
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What the hell happened last turn?

This is how I ended my turn last turn:



After Miguelito playing that turn turn, and Ruff playing that turn and this turn (another double move if could be bothered to be bothered), it's like this:


And I didn't lose that city until this turn (I hope Ruff enjoys the Walls I whipped in there...).

Look at where Miguelito's galleys are (and look at my failure to sink one with a Trireme frown ). Also look at the orientation of India's units. They're hurt too, for some reason. The only way for those ships to be where they are is if Ruff declared war on Miguelito last turn, bumping those ships to the tile 1N of the Gems. The units probably went to the Gems too. Also, the only way Miguelito doesn't then use his Morale Spear to take the city, and the only way for those units to get hurt at all, is for Ruff to have unloaded troops into the city while I still owned it. Then, this turn (once again, a double move), he must have moved those units to the Bananas or Cottage that was still in his territory, declared war on me, and moved back in to take it. Not sure how those Indian units got hurt moving where they did, but I wouldn't all that surprised if Miguelito takes that city soon.

My problem is that he can also move his stack into those boats, and head north to threaten my cities up there. Until that stack/fleet is dealt with, I can't move into his territory on the mainland with my 2-movers. I didn't take a screenshot, but inside the city I'd attack from the land were a bunch of Axes, and a handful of Cats and WEs. With my entire force I could probably take that city. But I can't leave my HA's stuck in his territory while he lands that stack in my backlines, which is just giving him time to build more defenders. Most annoying. rant

I think I might end up trying to make most of my progress from the sea, once I can clear out those Triremes.
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Just want to reiterate, I really don't care about Ruff's double move. It wouldn't have made any real difference, except that this turn I would have been able to see exactly what Ruff did last turn.
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Did you lose anything from this, and/or was there anything you could and definitely would have done which would have made his attack more costly? Obviously the city was changing hands regardless, but I'm unclear on if anything else of material was changed, or if this was just annoying.
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(July 16th, 2020, 10:44)scooter Wrote: Did you lose anything from this, and/or was there anything you could and definitely would have done which would have made his attack more costly? Obviously the city was changing hands regardless, but I'm unclear on if anything else of material was changed, or if this was just annoying.

No, I left the city empty and it finished walls last turn. So for me, I don't think it makes a difference. Ruff also played before Miguelito last turn so there's no double move there... The only think I would gain is knowledge of what units Ruff put in my city. And I don't really care.
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I understand that you don't care, but this is not the first double move in this game. The rules are there for a reason.
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(July 16th, 2020, 10:51)Charriu Wrote: I understand that you don't care, but this is not the first double move in this game. The rules are there for a reason.

I know, but it seems from Ruff's post in the tech thread that it wasn't deliberate, he was just overexcited I guess. And I don't think anything was gained from it, so in my view it's not worth a reload.
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I didn't mean to say that we need to reload, but Ruff has to understand the rules from now on.
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Seriously? So now all three of my neighbors get a random event that boosts their military? I will not play in a game with these things on again.

Anyway, I had a look at the power graph, and I actually think that Miguelito didn't load those units back into his boats, but rather lost them all somehow. He also moved that fleet south, into Ruff's land, and not towards me. So, with miguelito down to 2 cities, it's time to finally complete this war and finish him off.



He as a few Cats and WEs, and some Axes (I'm sure there are 2 Axes in that galley, he can move them to either city as needed and keep them from my sight). I'll attack in three prongs.

I'll have a small force of 2 Axes, 2 Spears, and 2 Swords go directly at Mahadeva from the north. My main force, with all my HAs, will go onto the Banana's, and then approach the city from the NW. It would probably be better to advance in one big group, but this way he's presented with 2 stacks to hit with his Cats, so I avoid some of the collateral. Not only that but he'll have a lot better luck attacking my smaller stack, which would leave my main force untouched, but the Swords in the smaller stack are still a major threat.

Meanwhile my fleet will move to a position where it can fork Mahadeva and his cap. That way he wont be able to concentrate what forces he has left. I'll have 2 Sentry Imms with the invasion force, so I'll be able to see if he has any units hidden behind Mahadeva ready to retake the city from my weakened attackers.
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I did some sims and had a bit of rethink. I decided to combine my two stacks, and will unload my troops from the boats to make one mega-stack. I determined that of his Axes, only the C1+Sh+Fortify, get really good odds on my Swords. And not all of them have that fortify, in fact, his current top defender in that city has no fortify bonus. His WEs get poor odds against my Swords, even if they have C1+Sh. So My goal will be to injure his top Axe defenders enough that his WEs defend and die against my last few Swords (I have more Swords than he has Axes). That'll leave the way open for my HAs to finish them off. He has a few Spears, but not enough.

If he attacks out with his Cats, I'll probably wait a turn. I have a Medic 2 unit with my stack, so hopefully it'll only take 1 turn to heal. But I might not, it depends on what units got hurt and how much. Actually, what I might do, is split up into two equal stacks outside his city. That way he can either lightly injure a few units in both stacks with a Cat eat, or leave one stack completely uninjured.
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