Yeah, I've just spent a whole turn hacking away at catapults in Neander and there's still a bunch of them left. 

More seriously, I think his ratio of siege to hitters over here was fine, probably 50:50. The way I went about the attack meant the cats couldn't be very effective though, the tradeoff being it took me longer to take the city. In the west losing that group of 10-15 knights really hurt him, maybe they needed to try escape the peninsula on Carracks again. There was just too big a production disparity between us overall.
Speaking of the west, Comm attacked out:

I wasn't expecting that until next turn, but it still seems to have gone worse for him than I'd have thought. IIRC I lost about 12 units in total. I kept enough Cavs behind to counterattack, undamaged by cannons, and it was a slaughter.

I lost some xp from flank killing too many units.
I think that probably finishes off the last resistance of the campaign. The capital will probably fall next turn, it will mostly be a race to take everything from here out to get rid of the war weariness.
I did actually take two cities this turn:

I had 4 hitters here to deal with 4 defenders, so I was a little bit free with my catapults to ensure I took the city. I think I lost 3 of them, I doubt I'll have much use for catapults in the future anyway.

Amphib cavs killed a mace and a cannon here to take the island. The galleons now head to the southern islands ASAP.
All the fighting spawned yet another GG and I've hit the commando threshold.

Just building a Woody 3 healer first before I start on West Point(maybe I need a Jail first too).
Mack is also keeping busy:

Surprisingly enough, so is REM:

That's got to be the absolute furthest he could possibly get from his homeland.


More seriously, I think his ratio of siege to hitters over here was fine, probably 50:50. The way I went about the attack meant the cats couldn't be very effective though, the tradeoff being it took me longer to take the city. In the west losing that group of 10-15 knights really hurt him, maybe they needed to try escape the peninsula on Carracks again. There was just too big a production disparity between us overall.
Speaking of the west, Comm attacked out:

I wasn't expecting that until next turn, but it still seems to have gone worse for him than I'd have thought. IIRC I lost about 12 units in total. I kept enough Cavs behind to counterattack, undamaged by cannons, and it was a slaughter.

I lost some xp from flank killing too many units.
I think that probably finishes off the last resistance of the campaign. The capital will probably fall next turn, it will mostly be a race to take everything from here out to get rid of the war weariness.I did actually take two cities this turn:

I had 4 hitters here to deal with 4 defenders, so I was a little bit free with my catapults to ensure I took the city. I think I lost 3 of them, I doubt I'll have much use for catapults in the future anyway.

Amphib cavs killed a mace and a cannon here to take the island. The galleons now head to the southern islands ASAP.
All the fighting spawned yet another GG and I've hit the commando threshold.


Just building a Woody 3 healer first before I start on West Point(maybe I need a Jail first too).
Mack is also keeping busy:

Surprisingly enough, so is REM:

That's got to be the absolute furthest he could possibly get from his homeland.















