Is that character a variant? (I just love getting asked that in channel.) - Charis

Create an account  

 
[Spoilers] Boldly Going Nowhere and Mr. Cairo go to Florida. Hilarity Ensues.

(April 14th, 2020, 21:42)Chevalier Mal Fet Wrote: Purely out of curiosity, if the other players invaded next turn, would you be able to hold on long enough to win still? At what point do we hit the point of no return on your cultural victory?

If they all invaded at once and made a beeline for my capital with their Tanks, they could stop me, easily and quickly.If they all invade next turn but do it slowly, advancing with collateral and machineguns and all that, I might be able to hold them off long enough. I don't know when the point of no return is, ideally I win the turn the great artist (hopefully) arrives, which should therefore come as a surprise to everyone but SD (who has vision on my cities).

I'm kinda hoping that JR4 and wetbandit have already conceded and aren't going to even try and stop me, or will wait until it's far too late.
Reply

So if Yokel Haram gets the Great Artist, you win in ~10 turns?
More people have been to Berlin than I have.
Reply

(April 14th, 2020, 22:10)thestick Wrote: So if Yokel Haram gets the Great Artist, you win in ~10 turns?
probably less, but at least 10 turns, yeah
Reply

8 turns.

If I get the Great Artist I need, and my three Legendary cities can survive the next 8 turns, I win. That is the deadline for the others, all of whom (except DZ) have declared war on me, although, as is becoming typical, neither wetbandit nor JR4 has attacked yet.

Wetbandit
Wetbandit remains my primary concern, if he advances with his whole force next turn, it'll be very problematic. Fortunately, he might be planning to go a different direction than just straight in, which would give me some more time.


He's railroading DZ's land and might be staging Tanks for an attack on Athens. Those 4 aren't enough, and his main stack can't actually reach Athens from there in a single move (if my recently improved knowledge of railroad mechanics is holding up). I moved a single AT into the city, the plan being to require him to commit more than he'd like to to take it. I really wish I had about 30 more ATs now. They're like Rifles against Cavs, load up cities with them and it becomes too costly to just charge in with the fast-movers. That's at the core of my current plans regarding JR4, and to a lesser extent, SD.

If wetbandit instead just stacks everything together and moves in towards my main cities, one tile at a time, I'll probably have to retreat before him, putting enough in the cities his Tanks can reach to prevent him to burning them with just a few units, but inevitably surrendering the cities, until such time as I am forced to hit it with all my stuff. I can kill that stack, but I would probably end up losing most of my Artillery, which would make it hard to deal with follow-up stacks from SD or JR4.


JR4
JR4 is the least threatening, although his Fighters have the potential to be really problematic vs my Airships. They are deadly against Airships. Unlike MGs, ATs, or Destroyers, they can intercept multiple times in a turn, and their intercept probability is 100%, and only goes down as their health goes down, and Airships have such low health they won't do much damage to the Fighters as they get intercepted. They basically completely negate the Airships
His problem is his stack, such as it is, will instantly die if he attacks. He has a lot of Tanks, but not nearly as many MGs or Infantry ready to defend the stack as wetbandit. A lot of his MGs and Infantry are tied up garrisoning his coastal cities against a naval attack by me.


So as long as he's scared of that, he can't really advance. My garrison in Yee Hawdists is there to make any attack by his Tanks too costly, each of my units there should kill a Tank on defense, mainly thanks to the 80% cultural defenses. And hopefully, some of the ATs would kill more than one. He'd take the city if he does do that, but I'd be happy for that to happen, since he would lose enough Tanks that I'd not really have to fear what remains as much. If he advances slowly, I'd retreat from the city, since he can move next to it from his own territory. But after that, he'd have a lot more of my culture to wade through, and at some point I'd kill his stack, with a lot less losses than killing wetbandit's would take.

So far this game JR4 has been very cautious, not jumping in on the earlier wetbandit dogpile, and not conquering even more of DZ's land after he basically destroyed most of DZ's power, especially his Artillery. He's the one most likely to care more about his position after I'm defeated, and therefore the least likely to commit to stopping me. So I hope he doesn't realise how close I am to winning, and delays and hesitates until it's too late.


Superdeath
Nothing much has changed here since last time I reported on him. His main stack of Transports can still only hit Vanillaisis, so I was able to withdraw units from Talibangelical this turn.


He has moved a small force up to the north:

That X markes where he'd have to be to hit my Moai city with them. But it's still only 3 Transports, so I wont need to divert that many units to defend it. Wetbandit's navy of a decent number of Battleships and Destroyers is also up there, I can only hope he doesn't move it all the way down to join with SD's.

But otherwise, things haven't changed here, he still doesn't have the numbers to take Vanillaisis.


Here's the sum total of my military:


I did delete all my Frigate this turn, they were less than useful at this point, too weak to cause much damage and seriously lacking in range. And I need as much money as possible.


On to the timeline. The 8 turns comes from this city:


I did a lot of math, and I calculated that if, starting next turn, I turn everyone into Artists, with the exception of the Town, I'd reach over 46000 in 8 turn. Then all it'll take is one GA to make it go Legendary. The advantage of this is that if I don't get the GA out of Yokel Haram I hope to get, I'll have another chance of one here.

My capital, which has the least amount of Culture right now, will need 2 GAs to get to Legendary, or 1 and a few more turns:

So even if I don't get a third GA from either city, it'll only delay me by a couple of turns. Also, an even 1000 culture/turn is awesome.


The turn before it'll starve down I'll turn everyone into an Artist, so it should generate the GP in 7 turns (I think, I haven't done the math here, if not 7, then 8 turns, which will be enough).


So, 8 turns. Can I survive for 8 turns? Well, not if everyone attacks all at once. But they haven't done so yet, so hopefully, by the time they do, if they do, it'll be too late. In an ideal world, every one of them sits around waiting for another to attack first for the next 8 turns.
The only problem with that is Superdeaths, who, if he wants to, can figure out my exact culture plan entirely, thanks to his city-vision, and guess when I plan to win a lot better than the others. So if the others do nothing for the next 6 or 7 turns, and he realises I'm only a turn or two from winning, will he sacrifice everything to try stop me? Knowing if he succeeds he's in a worse position afterwards compared to JR4 and Wetbandit? If I had to guess what SD is going to do if he thinks his chances to win are lost, I'd think he'd do something as spectacular as possible, against someone he thinks deserves it. I don't know who that is most likely to be though.
However, I'd be willing to be he's been complaining in his thread about JR4 and wetbandit's reluctance to actually attack me, and would rather me win than help one of those two do-nothings win. I could be completely wrong on all of that, but I've played a lot of games with SD, and that's my current read on him as a player.
Reply

wetbandit did what I feared most, and sooner than I had hoped:

He has more than just 84 Tanks in that stack, of course

I stuffed the city with enough units that he can't take it with his Tanks alone (it might have been a better idea to put in fewer units, to convince him to try and take it, His Tanks attacking a city on a hill wiht 80% defenses are the best combat odds I'm going to get, but oh well, for now I'm planning to preserve as many units as possible for the eventual attack on his stack). So he'll have to move up with his whole stack next to the city. I'll retreat from the city at that point, of course.. If he takes the city, and stays in it, I'll be happy, because it'll let me attack with my Artillery taking City Raider promos. But more likely he'll burn it.

JR4 bombarded some tiles, but still hasn't amassed his whole army to invade. If he does, I'll have to retreat before him. But, each turn he delays is another turn I wont have to worry about them.

SD moved his naval forces and Transports out of range of my cities for some reason. Perhaps waiting to see what happens with wetbandit's stack? I'm not sure.

7 Turns. It's gonna be close.
Reply

What are your civics? How many units will each of the big 3 have?
"My ancestors came here on the Magna Carta!"

www.earnestwords.com
Reply

(April 17th, 2020, 15:27)Zalson Wrote: What are your civics? How many units will each of the big 3 have?

Universal Suffrage, Free Speech, Caste System, Free Market, Organised Religion.

SD can land ~100 units from the sea, I don't know what he's got left on land.
JR4's units are pretty spread out, but if he gathered them all up he could probably bring ~150
Wetbandit is invading with over 200, I didn't count them all exactly.


What I'm most concerned with now is making a mistake and missing some units that come in and kill a city, especially one of my culture cities. I have pretty much no margin of error here.

edit: I also want to say here that DZ has gifted me his spare Corn, which is helping out a lot, so at least I have one friend. Unless he's buttering me up to I'm not prepared for an attack. If DZ attacks as well, I am doomed.
Reply

Sorry! I meant: how many units do you have to defend your three legendary cities?

But it's good to know that you're facing around 500 attackers. That is pretty nuts.

EDIT: I am bad at math!
"My ancestors came here on the Magna Carta!"

www.earnestwords.com
Reply

(April 17th, 2020, 18:08)Zalson Wrote: Sorry! I meant: how many units do you have to defend your three legendary cities?

But it's good to know that you're facing around 500 attackers. That is pretty nuts.

EDIT: I am bad at math!

I posted a couple days ago my entire military adviser screen, and nothing has changed since then, if you want to add them all up. I don't really want to do that myself, it'll be too depressing.
Reply

They're all coming in now, JR4 moved in, and SD moved his fleet into position.

I decided to take the opportunity to take out as many of SD's Transports as possible, and didn't get as lucky as I had hoped. I basically wiped out SD's offensive navy, but only killed 3 of 28 Transports in the stack.

Part of it was my own fault, I missed two Airships that had they attacked earlier could have saved one or two of my own ships, which would have meant one or 2 less Transports. But I also lost a few good odds battles, including the very first one with a C3 Battleship which had ~70% odds. Also lost a few DD v DD and a Transport v Transport battle I should have won.

I feel for SD, if anyone other than me deserves to win this, it's him (or wetbandit, his recovery after that earlier dogpile has been very impressive), and he's taken the most initiative and most risks in stopping me, so it sucks that he's the one who's (so far) suffered the most for it.

Anyway, I am now forced to give up my Moai city, since I can't defend it and my Culture city at the same time:



My surviving ships are dead, because SD isn't the only one to have ships in that area:

If I were wetbandit, it would be mighty tempting to wipe out those transports of SD's right now, I can only hope he thinks that between him and JR4 I'm going to be defeated before my culture win. If he's already thinking in terms of post-my death, then this is an opportunity that isn't going to come around again.

Here's JR4's ridiculous stack:

It makes sense to bring in all that junk, it soaks up collateral. But he'd be better off with more MGs, which he might be feel willing to bring now that my fleet isn't a threat  rant  It's still the easier stack to kill, especially since the Cannons and Catapults will get flanked to death by my Cavalry. wetbandit's force is pure modern units, so is much harder to stop. However, wetbandit's army is a lot more vulnerable to my Airships, which are causing a lot of damage to his Tanks. I really hope he stops to heal at some point. Every turn delayed is a turn closer.

And here's wetbandit's complete stack:



Now I think I can bring up a few of my mistakes this game, in case I don't win.

At no point should I have been planning for that naval attack on JR4. I have 17 Marines that could be 15 Tanks, which would be much better at killing stacks (although the Marines will be useful against wetbandit's MGs). I also spent money and hammers on Tranports that could have been more useful units.

2nd biggest mistake by far was having one of my three culture cities be coastal (other than my cap, which is pretty far away from ships). That one is pretty obvious, and I wish I could have done it some other way, but I needed a city with enough hammers to build the Wonders and culture buildings, and that was the one.

Biggest mistake was attacking DZ before wetbandit was dead during that dogpile. There were three of us attacking wetbandit, and JR4 might have even joined in at some point cry  With wetbandit out, I would have had more cities, and might have then been able to actually conquer DZ. With a lot more cities, this culture attempt would be a lot easier.


6 Turns.
Reply



Forum Jump: