February 21st, 2011, 21:49
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Thanks.
Cyneheard is showing off one his rifles on a hill to the south. Starting building a couple of Grenadiers. Built up cash for Steel, so pushing for that. Seem to be the only one I know who has Chemistry, so that's nice.
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Wow, it has been over a month since I posted here. Well, brief update.... Last turn, I moved a small force into Kylearan's territory. I moved a few turns too slowly, though, since he just got Rifling and it looks like he had some cash to upgrade them. I have Grenadiers and cannons, plus 4-5 Knights and 3 Guerrilla Musketmen (got my units on a hill next to his city, so we'll see what good they do). As I thought, he has a group of catapults 3 tiles away from the city (I have a Sentry Knight), so now it's a matter of seeing how much damage he does to my stack. I know that Grenadiers are at a disadvantage on the defense against Rifles.
Still, I'd rather have made a move and lose than never do anything all game. I also still have a small army to my south. I'd like to use it to reinforce my push against Kylearan, but that would leave me defenseless if Cyneheard made a push, so I can't do that. At least, it's not a gamble I want to make.
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Well, the results of the skirmish wasn't too bad, all things considered. Looks like about 8 catapults were chucked at me, but Kylearan lost at least as many units in the attack as I did (not counting the catapults). Bad news is, my force was so small to begin with, each loss really hurts. So, here's the list of stuff so far, including my attack this turn:
Ky's losses:
8 Catapults
8 Riflemen
1 Pikeman
1 ? (it was named)
1 Longbowman
My losses:
3 Grenadiers (out of 6)
1 Musketman
1 Cannon (lost attacking the city).
Ky has 6 healthy Combat II Riflemen in range to reinforce and counter-attack. I promoted a few of my Cannons with Drill I because they will probably be the top defenders. He also has a Medic III HA nearby, but out of attack range. I expect to lose several Cannons, but if none of my other units have to defend, I might be able to do some more damage.
It's a few turns late, but I'm taking all my remaining Knights from the South to reinforce the offensive. It is currently T148. They will be on the front on T150, and can attack T151. We'll see if I can hold out that long. I also have two Grenadiers and a Guerrilla II Musketman that can get there at the same time, but they'll be exposed as they move to join the main force. Might be worth it, though, depending on how much damage the main army takes.
As far as hammers are concerned (Hey, Civipedia accounts for game speed....):
Ky: ~954 (assuming mystery unit was Longbowman)
Me: 321
So far, so good. How many more hammers do I have to lose?
Cannons (13): 871
Grenadiers (3): 201
Knights (5): 300
Musketman (2): 106
Total (plus units lost already): 1799 hammers
So, Ky would have to lose about 12 Riflemen killing off this stack to even out. Hmm.... He doesn't seem to have any more Catapults, at least. At least, not nearby.
Remaining defenders (In city):
2 Archers
2 Pikemen
2 Holkans
2 Axemen
1 Rifleman
All are badly wounded.
1 wounded Rifleman outside city
6 Fresh Rifles (1/2 are combat II, 1/2 unpromoted)
Med III Horse Archer.
Should be no surprises next turn unless Ky has a column of mounted units outside visual range. Ah, but he is in Nationhood, so possibly too drafted Rifles next turn, as two cities are close enough.
Sorry for no pictures... I'll see if I can bring myself to upload and post some....
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Whosit Wrote:Sorry for no pictures... I'll see if I can bring myself to upload and post some....
Please do!
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This is all I have on hand at the moment....
So, yeah, looks like he should have two more Rifles in range next turn.... couldn't remember if Atari was large enough to draft, but it looks like it is.
Just techned Nationalism, myself, so I think I'll make some civic Changes. I'll use my Great Engineer to rush the Globe Theatre, I think (I'm... pretty sure I teched Drama? If not, looks like I had better do that..)
Haven't drawn up loss estimates, but Rifles certainly have the advantage over Cannons. Hoping that he loses at least a few units, though.
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Well, considering that most of my Cannons got wiped out, with only one loss on Ky's side, I'm gonna try to retreat. If I'm lucky, his units will be too injured to risk a pursuit. I'm covering the stack with a couple of fresh Combat I/Pinch Grenadiers.
Kind of a huge pain that it turned out like this, but I went in under-prepared, so I suppose the fact that I didn't get annihilated is something. Ky is teching towards Cannons now, though. I'm still such a far way from Rifles myself, it's pretty sad.
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Welp, my whole army was cut down as it was escaping. Like I thought, Kyan brought some workers in to repair the roads I cut. Most of his troops are badly injured, but if he chases me home, I'll have scant time to raise the forces required to repel them. Since he has a Super Medic, he might just chase me if he assumes I've got nothing left.
I'm pulling up the rest of my modern troops from the south in a desperate attempt to reinforce. I also decided to pick up Theology so I can get into Theocracy to replace Vassalage when I go to Nationalism.
Also, trying to get 6 Theatres as fast as I can....
I'm probably boned, but at this point, Krill is teching Flight so if I get eliminated, that's fine with me.
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Whosit Wrote:Like I thought, Kyan brought some workers in to repair the roads I cut.
Oh my god, Kylearan brought in reinforcements!?
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spacemanmf Wrote:Oh my god, Kylearan brought in reinforcements!?
Oh. Right.
Look, I blame the guys who have names that start with "Ky." I'm far too distracted lately to keep these things straight, but at least you got a laugh out of it.
OK, yeah, no, Kylearan, yeah. I should probably have sacrificed some more units to cut more roads. Oh, well.
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Well since it is along time since you reported I just want to congratulate you that you are still alive
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