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(July 27th, 2017, 10:04)Japper007 Wrote: (July 27th, 2017, 09:53)Mardoc Wrote: Reading between the lines, I think he's of the opinion that his city can defend itself against a 4-warrior army, so Ichabod can't do anything without Horsemen, and he's right that Ichabod doesn't have any horses yet and can't start training Horsemen for a while.
The sad thing is, even if that were all that Ichabods army consisted of, he'd still be wrong. I know from experience that 4 warriors in a position to put a pre-strenght upgrade city under siege is all you need. If you manage to kill someones units and can sorta take your time, heck I've once done it with just 2 scouts and the starting warrior in a Duel MP, much rage was had by my opponent that day 
So, Kaiser has gotten his warrior to a point where it can boost the city strength, and managed to research Archery, and has two Slingers en route to be upgraded when they arrive. He's not been caught quite off guard, although he's definitely on the back foot.
Ichabod has four warriors, and apparently five Archers, but half of it is still en route.
Who wins?
If I'm understanding the Civ6 combat formula correctly, a Str 20 Warrior will do 24-36 damage to a Str 20 city without walls, and a Str 15 Archer will do 20-29 damage, per attack. The city has 200 hp and heals 20/turn when not besieged. Archers won't be taking damage, so Ichabod could kill the city with four of them in 3 turns despite healing, or he could also attack with his warriors for a 1-turn rush if he wants to accept 24-36 damage on them.
That would suggest that Ichabod can not only win, he can win quickly without any dead units. He might have to heal before proceeding to Kaiser's capital but ought to be able to win there too, since the delay will only let Kaiser build a warrior or two, not a wall or an archer. Once he captures the city, his units will heal 15 hp/turn, so that's a 2-turn delay on any warrior who fought, or no delay on the archers. Seems like he will take three turns between beginning to attack the city and being ready to move onward, either 3 turns for archery or 1 turn for conquest plus 2 turns of healing.
The city doesn't have walls, so it can't counterattack, which means Ichabod can control the tempo, never letting any single unit fall to a range where it could be killed. Kaiser's slingers will arrive just in time to retreat, or maybe in time to be killed attempting to retreat if he makes any mistakes.
Ichabod's biggest challenge in moving forward is not knowing where to find Kaiser, but that road is a pretty good hint.
This is slightly complicated by the fact Ichabod's army isn't one formation; he might lose some time waiting for stragglers, or if he diverts some of his army to kill Kaiser's slingers when they arrive. On the other hand, if he can kill the Slingers, Kaiser's capital would be even easier to handle.
Am I missing anything important? I saw damage modifiers for units attacking cities, but that seemed to be only for cities with walls, and it's too early for walls.
EitB 25 - Perpentach
Occasional mapmaker
July 31st, 2017, 15:33
(This post was last modified: July 31st, 2017, 15:33 by Japper007.)
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(July 31st, 2017, 12:18)Mardoc Wrote: Am I missing anything important? I saw damage modifiers for units attacking cities, but that seemed to be only for cities with walls, and it's too early for walls.
There's also the archer promotion vs "districts" (i.e. against Encampments and City Centers, the designers just looove being obtuse  ) which causes them to do almost full damege to cities. That's two promo's away at least though, so I doubt it'll come into play in Ichabod vs Kaiser, but it might come into play when he turns those archers on someone else if he manages to quickly wrap up the war without losses (which iI expect he'll do). I don't expect the other players to just sit around while Ichabod adds those nice cities to his empire, so he might need those promotions sooner rather than later.
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Well, one would assume that Kaiser would counterattack with his warrior from the safety of the city, unless Ichabod doesn't bring his warrior in to fight the city. After a few attacks, promotion of the warrior could help him. His slingers, once upgraded to archers, could attempt to snipe at Ichabod's units.
To me the question is, whether Ichabod is willing to attack full scale right from the get go and not hesitate. Yes, one will suffer some losses with that approach, but he would emerge as the big winner in the end as he can produce more units anyway.
I hope this war will serve people as a warning not to settle some sub par city far away from your own land. Besides the horses, the city got really nothing going for it. A really weird choice for a second city
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Well, at 12 july I already did fear for Kaiser that this would happen: city state in way of proper defense of Kaiser's second city.
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Actually, given the iron situation, suboptimal should quickly get an army ready and attack Kaiser's capital while settling another city on the river in between his and Kaiser's capital.
Leave both of Kaiser's cities to Ichabod and he will be in trouble.
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I wonder how the rest of the players will react to Ichabod's obvious success and ability to steamroll the game. Will they take a step towards trying to stop his aggression or fight each other?
I do hope to see a clash of suboptimal and Ichabod at Kaiser's capital.
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Thoughts on this dry city?
I get that it grabs the Citrus and the floodplain in first ring, but not worth the stunted start in my opinion.
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Oh dear, there is so much water around there.
Why isn't it anywhere but where it is?
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Literally the one tile that really stinks....
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Was that a misclick on Rowains part? I don't see any reason not to found on one of those rivers? Maybe he was afraid the scout or the barbs would steal his settler?
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