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So Yuri has sent us a pretty clear message on the state of the defense (that it's inadequate). K-19 made a few widows, it's too bad that they were Sumerian and not English though.
So yeah, not a good turn.
I moved the collateral 1S last turn, that turned out to be a good idea, as he could have piled those horse archers in and wiped it out. I've moved it back into the capital, and I'm whipping furiously, but I don't know if we'll be able to push back that many hitters.
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Oh dear. But I wouldn't worry too much. K-19 was just a fortress. How many troops do you have in range? How mnay cats?
Once you have pikemen it should put a major dent in his advance. As long as you can hold the capital its no great loss. I'm not sure how desperate the situation is, but remember that the capital is very food light, so any whips there will take a long time to come good.
Any other city he takes will be surrounded by our culture, so I think you should be able to take them back. I guess we may be going with Operation Grind Yuri Down after all.
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So is the capital gone? Whats happening, admiral?
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Held the cap, he didn't assault, just bombed down defenses. I've killed enough HA's and WE's that he's pulled back, giving us a monentary reprieve. About 8 more maces and 3 more pikes will be at the cap, and he really doesn't have the force to deal with that.
Oh yeah, we birthed a GG in Dawn Treader, used it to sprinkle, got some sexy CG3 Longbows in the capital. Good luck cracking that.
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HE ASSAULTED AND LOST HALLELUJAH PRAISE THE LORD
I'll reload the save and take some pics (don't worry, I've sent it on, no funny business). There's no random seed on reload right? In my excitement playing the turn, I forgot to take screenies. But the gist of it is, he lost his GG, we lost ours, and he was down to ~8 highly promoted (and wounded) WE's and 2 horse archers, and a mace. He invaded with a lot more, we've shown him our sumerian steel!
Then after I played, all he has are 2 redlined WE's (who can't escape thanks to some combat workers I've got up) and 1 cat. K-19 will fall next turn. I offered him peace for k-19, hopefully I can get a GA going quickly enough that we can be in slavery again after the GA is over.
Guilds 2t, how do you want to play it from here Gaz? Defenesive and tech, or just go for it with the tech we have. Yuri's has a big advantage over us in beakers IIRC, so there's no better time than when we land knights. We'll need a lot of cats/maces as back-up though, he's very fond of those damn WElephants.
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Great work Hashoosh! I'll have a think about future plans tonight, how are the other civs going? It sounds like Yuri has successfully thrown away his chance of finishing in the top 2, so I'm tempted to try and drag him down to fourth if only so the final rankings end up as I predicted at Turn 50.
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(April 20th, 2014, 03:14)Gazglum Wrote: Great work Hashoosh! I'll have a think about future plans tonight, how are the other civs going? It sounds like Yuri has successfully thrown away his chance of finishing in the top 2, so I'm tempted to try and drag him down to fourth if only so the final rankings end up as I predicted at Turn 50.
I assume that by this point there is no way to stop Illios winning, so we should feel free to have fun. With stables and civics, can we produce formation knights from Flying Dutchman? That would help shut down his elephants. And what is the border like, can we fork his front two cities?
I suspect this game may be called in a month or so unless Dhalpir can challenge ilios, so i'm happy with trying to make gains against Yuri, as long as you think its possible. But if he builds castles and pikes, i suspect we cant do too much except tear up his cottages. We should still fill up our remaining good city sites in the back as well, though.
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I would be surprised if knights can take formation. How much of the new world is he blocked off from/can you contain? Have you considered an early astronomy or something to shut off that area of his land?
Apologies if some of this is out of date, I haven't seen the game in a long while.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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Knights out of Dutchman will be getting 3 tiers of promos, we could even get 9xp knights in every city if we swap into theocracy.
He seems to be switching away from elephant builds, right now there seems to be a procilivty for crossbows. I've hidden the fact that we can train knights from him, none are being built in the cap. I think I'll build up a mini stack and attack his new world stuff and try to get a few razes in.
He's also making the same mistake we (I) made at K-19, building up too many defenders in a city right on the border. They'll be dead meat in a few turns if the situation stays the same, with a heavy attack by cats + maces/pikes/knights
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(April 26th, 2014, 10:37)Hashoosh Wrote: Knights out of Dutchman will be getting 3 tiers of promos, we could even get 9xp knights in every city if we swap into theocracy.
He seems to be switching away from elephant builds, right now there seems to be a procilivty for crossbows. I've hidden the fact that we can train knights from him, none are being built in the cap. I think I'll build up a mini stack and attack his new world stuff and try to get a few razes in.
He's also making the same mistake we (I) made at K-19, building up too many defenders in a city right on the border. They'll be dead meat in a few turns if the situation stays the same, with a heavy attack by cats + maces/pikes/knights
I like the idea of taking his island cities, hes much less likely to have siege stacks there to mess us up. Could you show some pics of the border areas?
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