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

Optics is annoying. We can always divert Funyon to be a back-up stack for our main force: stuff we use to garrison cities with and potentially part of a 1-move stack. But a pair of caravels well pretty much stop our naval plan cold - assuming they both win against the triremes, that is.

Still, I think we should continue along with Gunpowder. Right now my hope is that we can hash out a deal with Nakor - he's the one that probably needs gunpowder the most, what with Krill being his immediate neighbor. I really don't want to give Scooter more tech if we can afford it, and definitely don't want to speed up the avalanche that is going to be Krill's tech rate.
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Agree on staying the course on Gunpowder, and ideally not trading with Krill (or Scooter). The other thing that we can do with Operation Funyun would be to divert it to the other island (the one where Yuri extorted the city from us)

Depends on what he has garrisoning there we might be able to land and hold a city or two there with what's already on the boat.
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So wonder-wise, we could do Hagia Sophia for faster workers (though we don't have a ton of worker labor needed).

Or if we tech Music we could do Sistine's (or did Krill build that already?)

Or we could waste beakers into Divine Right and go for Spiral Minaret or Versailles.

Or moar units
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And thus begins Act 1, subtitled, Why 3 longbows, even behind walls, don't make a dent in 34 knights

[Image: Civ4ScreenShot0370.JPG]

hammer

Now what you cannot see in that picture, even if Dropbox were to finally upload it, is that Commodore has a Medic 2 chariot sitting on Yuri's iron tile. I wonder what his plan is there. He can't pillage the iron (since if he declares war he'll get teleported out). Now, if he is planning on moving that bad boy into Char after we smoke Yuri, then that is freakin awesome and I salute him.
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First order, of business - our 2 workers road the approach to Char

[Image: Civ4ScreenShot0371.JPG]

War! (huh)

We had decided that the best order of battle was to first send in a few Flanking 2 Horse Archers. They get 50% odds to retreat, and they had 77% odds to get in at least one hit on the longbow, which gave a C2 knight odds, and 50% chance to get in at least 2 hits on the longbow, which made a C2 knight battle in the ~85% range

[Image: Civ4ScreenShot0372.JPG]

* First HA went in and died, but got in 4 hits! thumbsup
* 2nd HA retreats after getting in 2 hits (perfect result)

At this point his 2 CG longbows were wounded, which left an unpromoted longbow on top. This made it a 50/50 fight vs. a Combat 2 knight (12 vs. 12), so we debated that vs. a Flanking 2 HA vs. a Flanking 2 knight, and decided on sending in the Horse Archer.

* 3rd HA died, after knocking the longbow to 2/100 HP!!!

Now the spears defended.

* 7XP C2 knight vs. C1 spear @ 65.5% odds - died
* 7XP C2 knight vs. C1 spear @ 65.5% odds - died
* 7XP C2 knight vs. 74HP longbow @ 83% odds - DIED! (without scratching the LB even)
* 7XP C2 knight vs. 74HP longbow @ 83% odds - won (finally), and got a 3rd promo
* C2 knight vs. axe @ 76.9%- wins and gets 3rd promo
* C2 knight vs. axe @ 76.9% - dies.

At this point we curse the RNG since we have now lost battles at 65, 65, 83 and 76, while winning 2 battles....

* unpromoted 9XP knight vs. 60HP spear @ 94.6% - win
* unpromoted 9XP knight vs. 60HP spear @ 94.6% - win
* 4xp knight vs. 48HP longbow @ 95.4% - win
* 4xp knight vs. deathly wounded axe and longbow on death's door - both win and

[Image: Civ4ScreenShot0373.JPG]
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Overview shot at this point

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We decided to move 2 knights onto Yuri's iron tile, and promote one to sentry, which would give us LoS into Tarsonis.

Good thing that we did, because now we know what we're up against

[Image: Civ4ScreenShot0375.JPG]
lol
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Way to not bring extra workers to road NE of Char after taking the city. Noobs!
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NobleHelium Wrote:Way to not bring extra workers to road NE of Char after taking the city. Noobs!

Yeah. We actually did have one worker in range but obviously that was no good. Though our plan is to put everything in Char this turn and then move south next turn and take Tarsonis the turn after that (depending on what Yuri does)

So that extra road wouldn't have bought us too much
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NobleHelium Wrote:Way to not bring extra workers to road NE of Char after taking the city. Noobs!

From our chat last night:

Quote:me: we may want to move more workers down towards HS
it'd be nice to road some other tiles between HS & Xil after we take the city
i mean char
trying to anticipate where yuri's culture will be and which tiles it would be nice to have roaded

Rego: yeah
i guess we can put 2 workers in a galley this turn
or rather we could have
if i hadn't moved 2 of them over to krill
we can put one anyways

me: one is better than none

So we can blame that one on our less-than stellar worker count.

Preview edit: Rego beat me to it. But next turn we plan on moving everything in Char towards Tarsonis, and all the knights behind Char will be the garrison, at least until we can shuttle some stuff in. Our workers can road the tile NE of Char next turn and maybe add a few knights to the Tarsonis stack, depending on what we can get into Char
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