February 12th, 2012, 23:29
Posts: 3,572
Threads: 20
Joined: Jan 2010
Shoot the Moon Wrote:That being said, it needs to grow a little bit first to reach max hammers (had flipped a floodplains farm over to the resettled Maurice Levy so that Maurice Levy could get up to speed faster) so it might make sense for me to build the HE last. I also have the worst unit producing options (being neither aggressive nor in theocracy like WK or having musketeers to produce like Dave). The units you guys would produce with the HE is simply better than the units I would.
Also I think we're both building Hermitage right now, so makes sense to get HE up for me and dave while we're using the marble elsewhere.
February 18th, 2012, 20:11
Posts: 3,572
Threads: 20
Joined: Jan 2010
Bit of an update:
If you couldn't tell from the signs, there are 3 galley's sitting in Parley ATM. They pose a bit of a problem as if upgraded to galleons they can fork both X and W, which isn't good. Fortunately VI will finish HE this turn and will then go straight onto 1t Frigates. Stationing a couple 1NW of W will prevent Speaker from reaching the city. X is a bit harder to defend, but since I have my drafting camp up I'll soon have plenty of muskets in the area.
Also have my fort canal signed. I really should get that up and running ASAP so I can keep my naval options open in case I lose X.
Dave, I'm going to take a little break from settler building as I want to get a few more missionaries out before we grab SM and grow V a bit. Shoot, I'm finishing HE this turn so I'll offer my marble to you so you can start building yours.
Also, assuming Spullarise don't do anything silly with EP, we'll probably have their graphs at the end of our turn.  Only took 75 turns to get our first graphs.
February 19th, 2012, 13:44
Posts: 4,272
Threads: 38
Joined: Jun 2011
WarriorKnight Wrote:Fortunately VI will finish HE this turn and will then go straight onto 1t Frigates.
Wouldn't it be a lot better to build ground units instead of frigates? They have more utility, while frigates are only good for defending that one square.
The only thing you truly have to worry about are Amphibious Cuirassiers. Just slap a few formation pikes in each city and you'll be fine. Speaker is just trying to pin down your defenders in a hammer efficient manner, i.e. - each galleon forces you to allocate an extra defender or two to each city, whereas knights/cuirassiers in Parley force defenders Maurice Levy as well. I doubt he'll actually attack unless you show weakness, and even then, the loss of either city is not much of a long-term gain for him or loss for us.
How long until you have enough surplus Aggressive + Theocracy military to start sending some Shoot's way?
February 19th, 2012, 19:28
Posts: 3,572
Threads: 20
Joined: Jan 2010
oledavy Wrote:Wouldn't it be a lot better to build ground units instead of frigates? They have more utility, while frigates are only good for defending that one square.
The only thing you truly have to worry about are Amphibious Cuirassiers. Just slap a few formation pikes in each city and you'll be fine. Speaker is just trying to pin down your defenders in a hammer efficient manner, i.e. - each galleon forces you to allocate an extra defender or two to each city, whereas knights/cuirassiers in Parley force defenders Maurice Levy as well. I doubt he'll actually attack unless you show weakness, and even then, the loss of either city is not much of a long-term gain for him or loss for us.
Your probably right. Still VI is my only major shipyard and I'd like to get a few frigates in the water anyway. There's enough drafted units coming in to cover both cities anyway.
oledavy Wrote:How long until you have enough surplus Aggressive + Theocracy military to start sending some Shoot's way?
I could start next turn if you want. What exactly do you guys have in mind for me to send over?
BTW dave, if you have any spare musketeer's, I could use some. Even though you two can probably use them better, 2 movers with defensive bonuses are just too good and can be used for lots of different things.
February 19th, 2012, 22:25
Posts: 2,788
Threads: 10
Joined: Oct 2009
Right now the only major thing would be some more two promo pikes for Maurice Levy. I would be able to get enough pikes myself except that my main hammers city in the area is currently building the HE. Once that's done I could probably take back over myself.
More long term, if you ever get any spare cannons, I can probably put them to good use against luddite
February 20th, 2012, 21:27
Posts: 4,272
Threads: 38
Joined: Jun 2011
WarriorKnight Wrote:BTW dave, if you have any spare musketeer's, I could use some. Even though you two can probably use them better, 2 movers with defensive bonuses are just too good and can be used for lots of different things.
Alrighty, I'll see what I can spare when I do my next round of drafting.
February 23rd, 2012, 06:08
Posts: 3,572
Threads: 20
Joined: Jan 2010
oledavy Wrote:Right now, I am of half a mind to ask WK attack elo hell. Sunrise's power is a lot lower than I expected, such that, I think an assault with cannons could actually work. However, this plan is colored by my vengeful mood, so idk.
That actually might work, although it won't be as simple as moving in right now due to lack of units. Tactically though, I've got an invasion plan worked out. Firstly:
To have any chance of working, I'll definitely need cannons. Sadly due to capital culture any land approach will have the cannons will be in view for 3 turns which is more than enough time for sunrise to react. While my 2 movers can probably take the land approach, it's much quicker for the cannons to amphibiously land NE of the city.
Thanks to that lake, I can build a row of forts that'll let me get into sunrise's lake without being spotted. The desert hill is the best place for the 3rd fort, but since that can be seen, I'll have to bulldoze the cottage on the floodplain (not ideal, but it's worth it). Any galleons I produce in B will also be able to reach the landing tile in 1 turn, although there's a more likely chance of sunrise spotting that early.
Basically the general plan is to land cannons + cover next to the city, while sending 2 movers up the land path simultaneously. To pull this off though I'll need some cannons, enough units to cover them from flanking then to kill the defenders and enough galleons to transport all those units.
I can probably get everything ready and invade in 7-10 turns, but if sunrise gets to Redcoats before I'm ready, which is quite possible, I'll probably need Rifles of my own to counter that. Otherwise I think it's a solid plan. Thoughts?
February 23rd, 2012, 16:25
Posts: 4,272
Threads: 38
Joined: Jun 2011
WarriorKnight Wrote:Thoughts?
If they have rifling for more than a couple turns before you attack, I'd say abort. Use your available forces to boat Parley, then send all the leftover ground units to Shoot for use against Lewwyn.
If we're going to make this work, you're going to have to go all-out and devote everything you have to making this attack successful. I'd recommend somewhere around forty units for the assaulting army.
Force A:
7 Galleons
11 Cannon
5 Muskets
5 Pikes
Force B:
~20 Knights
Promote all the muskets and pikes down the Guerilla route. That should keep your siege relatively safe from being flanked. If you do manage to take the city, don't feel obligated to keep it. In fact, it might be better if you burned it down.
I don't think I'm going to be able to spare any musketeers in my next round of drafting, I'm stretched thin as things stand. However, there is no defensive terrain for your two-mover stack to move onto anyway, so you don't suffer much from their absence (besides having less units anyway).
February 23rd, 2012, 17:00
Posts: 482
Threads: 2
Joined: Feb 2012
i hope you dont mind, but i am reading your thread and i would firstly like to thank you for such detailed reports. i would also like to take this opportunity to ask a couple of questions to aid my understanding. firstly, how does the fort work to allow your ships through and what are the rules for this?
secondly, who he is temujin? is this from downloadable content?
thank you.
February 23rd, 2012, 19:34
Posts: 3,572
Threads: 20
Joined: Jan 2010
oledavy Wrote:If they have rifling for more than a couple turns before you attack, I'd say abort. Use your available forces to boat Parley, then send all the leftover ground units to Shoot for use against Lewwyn.
If we're going to make this work, you're going to have to go all-out and devote everything you have to making this attack successful. I'd recommend somewhere around forty units for the assaulting army.
Force A:
7 Galleons
11 Cannon
5 Muskets
5 Pikes
Force B:
~20 Knights
Promote all the muskets and pikes down the Guerilla route. That should keep your siege relatively safe from being flanked. If you do manage to take the city, don't feel obligated to keep it. In fact, it might be better if you burned it down.
Err, I think that's probably overkill. sunrise has 7 units defending his capital ATM and even after 1 turn of reinforcing I only expect around 12 or so until Rifling. Plus I have no idea how I'm going to get anywhere near those numbers before Rifling unless I whip my civ to the ground.
I was think more of 4-6 cannons, more muskets (since I can draft them), some cats that are lying around and a few pikes/Knights that I've got. I think that's enough for a decent shot.
TheMusicMan Wrote:i hope you dont mind, but i am reading your thread and i would firstly like to thank you for such detailed reports. i would also like to take this opportunity to ask a couple of questions to aid my understanding. firstly, how does the fort work to allow your ships through and what are the rules for this?
secondly, who he is temujin? is this from downloadable content?
thank you.
Well thanks for that. I'm no match for dave update wise but I try anyway.
Forts are usually pretty useless, but in one of the expansions (I think) it was changed so that naval units can enter your forts bordering water. Thanks to that lake I can build a row of forts on tiles that would mostly be useless otherwise allowing ships built in my HE city to reach sunrise.
As for temujin, that's just another name for Genghis Khan, one of the leaders from vanilla civ.
|