Is that character a variant? (I just love getting asked that in channel.) - Charis

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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

As for Operation Dumbodrop / Funyun, I was thinking something along the lines of

[Image: Civ4ScreenShot0326.JPG]

It's a shame that we can't one turn that city, but not too big of a shame because that city blows. We could even potentially just show our galleys / triremes, which might get him to divert forces there instead of in his northern border cities. Or just count on the fact that he's in like 5 games and plays each turn in like 3 minutes lol

So that's the basic idea and yes, I think 2 triremes, 3 galleys, 4 elephants and 2 xbows sounds about right. We have a lot of options - retake Inferno Island and/or move around his southern coast and threaten his backline.
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So we good to end turn then?
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I'll duck in quick and end turn
Suffer Game Sicko
Dodo Tier Player
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[SIZE="5"]Logistics!!!!![/SIZE]


I asked Rego for another galley and he consented - so now we're only building 1 longbow out of Wayne's World and I'm going to recommend that we keep that longbow in WW to keep it safe from any counter-attacks. (And because shuttling it out will be a pain.) But building an 8th galley makes moving troops around a lot easier, and probably was necessary once we upped the troop count for our naval assault.

Basic idea: Our current 4 galleys plus the new galley out of Coneheads (just started this turn) will be the ones that shuttle troops back and forth. The 3 galleys that Wayne's World is building are going to be the ones we use for Operation Funyon/Dumbo Drop. To help me keep track of everything, I used the chart from this post again, this time keeping track of units by the turn they're built and the city they come out of. So when I write that I load OTOF-187, it means the unit that came out of One Ton of Fanmail on turn 187 gets loaded onto that particular galley. I also gave our galleys a color to designate them (since our awesome naming scheme has a slight drawback there).

Details!

[SIZE="4"]Blue Galley:[/SIZE]

[Image: pb5-turn172-logisticsblue.jpg]

This is the galley our GM is currently on. Next turn the trireme finishes in TC and the galley + 2 trireme will reach Azza's city in the middle of turn 177 and get back in time to shuttle knights.

181 - arrive 1SE of 1TON
182 - 2 knights (OTOF-182 & TC-182) load, galley moves
184 - galley arrives S-SE of Coneheads, unload knights
185 - galley moves to NW of CJ, load knights (OTOF-185 & DT-185)
186 - galley moves to SE of Coneheads, unload knights
187 - galley moves to NW of CJ, load knights (OTOF-187 & TC-187)
188 - galley moves to SE of Coneheads, unload knights

Total Moved: 6 knights


[SIZE="4"]Red Galley[/SIZE]

[Image: pb5-turn172-logisticsred.jpg]

Mostly straight forward back and forth shuttling between circle & square. Then a few variations on ending tiles in order to pick up some of the later knight builds from farther out cities in time for them to join the battle on t190.

175 - end turn 1 NW of CJ
176 - 2 HAs (CJ-174 & MC-176) board, then galley moves
177 - 2 HAs exit in Coneheads
179 - galley ends 1 NW of CJ
180 - 2 HAs board (DT-176 & TC-179), then galley moves
181 - HAs exit in coneheads, galley back to 1 NW of CJ
183 - 2 knights (BB-182 & DT-182) load, then galley moves to 1SE of Coneheads
184 - knights unload in Coneheads; galley moves to 1W of CJ; 2 knights (CL-184 & OTOF-184) load
185 - galley to 1SE of Coneheads, knights unload
186 - galley to 1NW of CJ
187 - galley ends turn 1N of CL, empty
188 - knights (BB-188 & DT-188) load, galley moves 2W
189 - galley into Coneheads, unloads knights directly into city.

Total Moved: 4 HA & 6 knights


[SIZE="4"]Yellow[/SIZE]

[Image: pb5-turn172-logisticsyellow.jpg]

Even more straightforward than red. The last two knights yellow picks up on 189 will not get to the main force in time, so they can follow up as reinforcements or we can change it so they can stay on the mainland as defenders.

182 - galley to 1W of CJ
183 - knights load (CJ-182 & MC-183); galley to 1SE of Coneheads
184 - knights unload; galley to 1NW of CJ; knights load (CJ-185 & MC-185)
185 - galley to 1SE of coneheads; knights unload
186 - galley to 1NW of CJ; knights load (BB-184 & TC-184)
187 - galley to 1E of coneheads; knights unload
188 - galley to 1NW of CJ
189 - knights load (OTOF-189 & TC-189), galley to 1E of Coneheads
190 - galley into Coneheads, unloads knights, knights move

Total Moved: 8 knights


[SIZE="4"]Purple[/SIZE]

[Image: pb5-turn172-logisticspurple.jpg]

This galley will be built out of Coneheads on turn 180 and has a few turns to putz around before it ends up in 1N of CJ on turn 185. This galley has a bunch of mid-turn loads and drops, so it will be more time consuming to micro than the others.

185 - end turn 1N of CJ
186 - knight (BB-186) loads; galley to 1SE of Coneheads
187 - knight unloads; galley to 1NW of CJ
188 - knights load (MC-188 & CL-188); galley to 1SE of Coneheads
189 - galley into Coneheads, unload knights, knights move

Total Moved: 3 knights


[SIZE="4"]Green[/SIZE]

[Image: pb5-turn172-logisticsgreen.jpg]

Green is straightforward. It waits for the worker by TGR to finish its workshop, shuttles that worker over to WW, and then shuttles the troops that WW builds into the attack.

green
178 - worker loads; galley to 3E of WW
179 - worker unloads; galley to 2NE of WW
183 - load HA & knight out of WW; galley NW-N
184 - unload troops inside HS
185 - transit SE-SE
186 - wait at staging area
188 - load knights from WW; move NW-N
189 - unload knights in directly into HS

Total Moved: 1 HA & 3 knights
Suffer Game Sicko
Dodo Tier Player
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Pindicator Wrote:(since our awesome naming scheme has a slight drawback there)

lol

Yeah I could see how the Department of Logistics might be angry at the Department of Naming Conventions over that!

In other "The RNG hates us" news

[Image: Civ4ScreenShot0327.JPG]
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So is yuris in Caste or not?
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NobleHelium Wrote:So is yuris in Caste or not?

He's not. AKA he has Guilds
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[size="4"]Turn 174 Instructions[/size]

City Builds & Micro:
CL - begin a catapult
CJ - begin a HA
MC - begin a catapult
OTOF - begin a longbow (for Krill front); new citizen works ocean tile
Coneheads - new citizen to farmed plains tile
BB - begin an elephant
HS - new citizen on a 3f tile (+9f/+1h for city this turn)
DT - begin a HA

Workers
Eddie, Fred, & Horatio - move E, ws tile
Gilda - S, ws (with Jon Lovitz)
Kevin - finish chopping jungle on tile SW-S
Lorne - after Kevin finishes chopping jungle, start ws the tile Kevin is on (should be the tile 1S of where Lorne starts)
Norm - finish farm

Galleys
GM fleet (blue galley) - SE-S
galley beside CL (red) - needs to be 1NW of CJ at end of turn 175
galley besides Coneheads (yellow) - needs to be 1W of CJ at end of turn 182
galley beside TGR (green) - wait; needs to be on this tile at end of turn 177
any galleys out of WW can do other tasks, but need to be in OTOF at end of turn 186

Military
Troops to be shuttled need to be moved to CJ
4 Elephants & 2 xbows should be sent to OTOF
The rest is mainland defense
Suffer Game Sicko
Dodo Tier Player
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Played the turn off of the latest micro plan I had. If you've changed it recently you'll want to log in and check. I couldn't get BB to match the spreadsheet

Krill is checking out our lands with some mounted units. He also offered us a silk for silk trade, which I declined since I thought it would mean we couldn't trade our silk to commodore for marble, should we want to do it. I countered with banana for banana.

I kind of want to close borders and re-open them, to kick his units out, since I don't really like the fact that he's scouting us.

I've ended turn but we still have 14h to go
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Oh, Azza gifted us his original workboat, the Pokeball, which Id eleted to save 1gpt since we don't really have any use for it any time soon
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