116
I've said to Hitru and aetryn privately that I think we hit a bit of bad luck here with scooter taking over for Amicalola during this stretch of the game. I honestly don't know enough about Amica's games to state how good of a tactician or defender he may be - but I do know scooter and I know that he is going to put up a dogged defensive effort. Who knows, this might even energize him to play better; war declarations have done that for me in the past. And since his initial civ isn't doing so hot this situation might seem like a fresh start for him, in a way. I even said as much when I notified scooter & aetryn of the war declaration on t115:
pindicator wrote to amicalola, scooter Wrote:Hello,
War has been declared in the jungles of PB74. Please know you have the first half of the turn split in the upcoming aggression.
Scooter, honestly I'm cursing my luck that you're at the wheel here.
Enjoy the carnage,
Pind
With that in mind, I did expect scooter to leave a token force in Waimea Canyon (I'm not accepting Amicalola's renaming of this city, eschewing my normal convention for captured cities) and retreat his main army, trading time for units. Still, I did not imagine some of the wrinkles we spotted:
Scott was reinforced with the units that had been playing zone defense west of the city, and there's no chance of taking it this turn. The two woodsman-1 axes northwest of Waimea are a nice defensive wrinkle - something I'm not sure I would have thought of. Things like this I attribute to scooter being at the helm. Like I said, he's a dogged defender.
In any case, we have to go forward to see what he has in store for us. So 10 catapults bombarded defenses at Waimea down to 10% and then the remaining cat suicided in to weaken up defenders. Lost a vulture on the first 18% attack, won with the next on a 41% attack, and then lost another to a 77% attack, but then the city fell. (Even hammer exchange there, which is good enough in my estimation: 2 archers, 1 spear, and 1 axe dead vs 2 vultures and 1 catapult.) Resulting in...
Renamed immediately back to Waimea Canyon.
I can't understate how great the free flanking promotion has been for us here. I had a chariot back in Cathedrals with some experience and so that was promoted to sentry. We moved it up to Waimea and spotted the main stack:
Scooter has been whipping catapults since he took the helm and has amassed a good number. Not a ton of hitters; however, I think his latest round of whipping has to be horse archers to make up for that. We have a relatively short window to make gains before this turns into a slog and we either get stuck in an impasse at Waimea or have to do another couple rounds of whips in order to keep our unit production up.
We had been talking about threatening Stephens after taking Waimea back but this defensive setup pretty much stops that idea cold. Now even if we were to push through the axes there is the main force to contend with, and any attempt to go around would be too slow. But I know Amicalola didn't have a ton of units before scooter started and if he's been whipping mainly catapults then what is defending Curtis and his core? If we moved our horse archers up we could threaten to fork either Ford & Curtis or Curtis & Scott. I used the sentry from the Scott stack to confirm Curtis was empty and then moved a chariot from my main stack up to a hill to spy more of the terrain:
Empty Curtis and empty terrain and a catapult in the open to boot. I think I understand more what Scooter did here. He recognized he didn't have enough to defend everywhere and so he's gambled defense to holding Scott & Ford/Stephen. But he's left a window open for me to slip through with Horse Archers. I think in a turn or two that window could close, especially if he's whipping out enough horse archers of his own. But if we race all our horse archers forward we might be able to force some concessions.
Horse archer killed the catapult with minimal damage, and then we promoted to sentry to confirm there wasn't anything in Ford: just a warrior & scout in that city. So I moved the rest up. I also moved a lot of slow-movers up to the tile northeast of Waimea. There's nothing that can threaten them this turn and I want to extend our reach. Ideally we'll be able to threaten Scott and take it before things get too dicey. The turn ended with our troops deployed like so:
I forgot to highlight the troops we have outside Scott, but it is 1 horse archer, 2 vultures, and a sentry chariot. We also have a pair of workers on the banana, which will let our catapults quick shift to Scott if Scooter/Amicalola were to move their main stack into Ford to defend the core. There's also a risk of that stack being wiped out, but Scooter would have to win a couple coin flips and then potentially leave Scott with wounded defenders, so I left them in place.
I was a little upset that I missed scouting the tile south of Ford, as when I finally did move my sentry chariot I noticed two uncovered workers there. I would have sacrificed a unit to delete those workers and deny him better road coverage. Downside of playing the turn at midnight...
We offered a couple peace deals. Not sure if either get taken, but with us threatening to burn Curtis I think there's a chance:
Feudalism finished end-of-turn. Whipping a bunch of longbows next. If we get peace we're going to build wealth and rush to knights.
Note: Image hosting is being a pain with the last few pictures. The two offers we gave are: 1) Peace for Stephens and Scott, and 2) Peace for Scott, 125g and 20gpt. I doubt he accepts either, but it's possible he will counter with Scott if we really have enough to burn Curtis. I'll try to update again with the last images later...
Edit: Dropbox to the rescue. I guess I need to switch back to that...