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Rhoth

Turn 237 - 1635ad

23 posts in this topic

Proposed moves:

bolded will see action:

 

Units:

Warriors:

- F2; fortified in Midgard

- F3; fortified in SCM

- F5; sentry in Marseilles

- F8; fortified in Apocalypto

- F9; fortified in Camazotz

 

Archers:

- Herbert West (CG1); fortified in Mag Mell

 

Longbows:

- Enoch Bowen (CG1&2); fortified in Vanaheim

- John Raymond Legrasse (CG1&2); fortified in Jotunheim

- Samuel Seaton (CG1&2); fortified at SCM 66

- Daniel Upton (CG1&2); fortified in Niflheim

- Frank Elwood (available promo); fortified in Sekhmet

- Asaph Sawyer (available promo); fortified in Apocalypto

- Joseph D. Galvez (available promo); fortified at SCM 66

 

Crossbows:

- Thaddeus Gardner (D1,2&3); fortified in Niflheim

 

Axemen:

- Roderick; fortified at Mictlan 63

 

Macemen:

- Canus Soldier George; fortified in Niflheim

- Canus Soldier Thomas (C1,S); fortified in Erebh

 

Spearmen:

- Canus Soldier Nacon; fortified in Niflheim

 

Pikemen:

- Canus Soldier Tobikko (C1&2,F); fortified in Vanaheim

- Canus Soldier Pluto (C1); fortified at SCM 66

 

Musketmen:

- Naberius (available promo); fortified at Mictlan 63

 

Riflemen:

- Orrin B. Eddy (C1); Strike Force Apocalypto at Hapina 9, attack

- Canus Soldier Wyatt (CR1,2&3); Strike Force Apocalypto at Hapina 9, attack

- Canus Soldier Domino (C1,CR1&2); Strike Force Apocalypto at Hapina 9, attack

- Canus Soldier Kizzie (C1,CR1&2); Strike Force Apocalypto at Hapina 9, attack

- Barnabas Marsh (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Larry (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Moe (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Curly (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Canus Soldier Elwood; Strike Force Apocalypto at Hapina 9, attack

- Tim the Enchanter (two available promos); near Chasqui, move toward Jotunheim

- New rifleman rename Sir Galahad the Pure (two available promos); in SCM, move toward Chasqui

- New rifleman rename King of Swamp Castle (two available promos); in Asphodel, move toward Chasqui

 

Grenadier:

- Huey (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Dewey (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Louie (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Mallardhead (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Zoot (two available promos); Strike Force Apocalypto at Hapina 9, attack

- Uncle Scrooge (two available promos); in Chasqui, move toward Jotunheim

- Gladstone Gander (two available promos); near Camazotz, move toward Jotunheim

- Daisy (two available promos); near Camazotz, move toward Chasqui

- Brave Sir Robin (two available promos); in Chasqui, move toward Jotunheim

- Dingo (two available promos); near Valhalla, move toward Jotunheim

- Roger the Shrubber (two available promos); near Mag Mell, move toward Chasqui

 

Chariots:

- Jeanne d'Arc (Great General) (C1,M1,2&3); sleeping in Valhalla

- Hernan Cortes (C1,M1,2&3,Mor,T); Strike Force Apocalypto at Hapina 9, end turn

 

Ballista Elephants:

- Lallah Rook (C1,S, available promo) sleeping at Niflheim 699

 

Cavalry:

- Donald's Starvation (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Hanno (C1,P, available promo); Strike Force Apocalypto at Hapina 9, attack

- Kesavan (C1&2,F); Strike Force Apocalypto at Hapina 9, attack

- Surapa (C1&2,F); Strike Force Apocalypto at Hapina 9, attack

- Eclipse (C1&2,P); Strike Force Apocalypto at Hapina 9, attack

- Sea Biscuit (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Northern Dancer (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Secretariat (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Sir Barton (C1,P); Strike Force Apocalypto at Hapina 9, attack

- War Admiral (C1,P); Strike Force Apocalypto at Hapina 9, attack

- Tusko (C1&2,S,,P); Strike Force Apocalypto at Hapina 9, attack

- Mona (C1&2,F); Strike Force Apocalypto at Hapina 9, attack

- Abul Abbas (C1&2,S,P); Strike Force Apocalypto at Hapina 9, attack

- Batyr (C1&2,F,P); Strike Force Apocalypto at Hapina 9, attack

- Con Is Lazy And He Sucks (two available promos); in Chasqui, sleep

- Tyke (C1&2,S); in Chasqui, sleep

 

Cannons:

- Rock-it Launcher 1 (two available promos); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 2 (two available promos); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 3 (two available promos); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 4 (two available promos); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 5 (two available promos); near Chasqui, move toward Jotunheim

- Rock-it Launcher 6 (CR1&2); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 7 (CR1&2); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 9 (CR1); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 10 (CR1); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 11 (CR1); Strike Force Apocalypto at Hapina 9, attack

- Rock-it Launcher 12 (CR1); Strike Force Apocalypto at Hapina 9, attack

- New cannon rename Rock-It Launcher 8 (two available promos); in Jotunheim, hold position

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1) 6.4/8 strength; south of Sekhmet, heal/fortifying

- Santa Maria (C1&2); near Sekhmet, heal/fortifying

- Esperanza (C1); sleeping south of Sekhmet

 

Galleons:

- Galleon (C1); sleeping in Rheims

- Galleon (C1); sleeping in Paris

- Galleon (C1); sleeping south of Sekhmet

- Galleon (C1); sleeping near Sekhmet

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, move 432

- Meregen Reborn (Commando); in SC lands, 328

 

Workers:

- Worker 1; chopping forest at Mictlan 447

- Worker 2; farming Asphodel 88

- Worker 3; chop forest at Mictlan 4444

- Worker 4; roading Camazotz 477

- Worker 5; chopping forest at Niflheim 6669

- Worker 6; move toward Niflheim forests

- Worker 7; working on cottage at Vanaheim 32

- Worker 8; move toward Niflheim forests

- Worker 9; move 6669 to Niflheim 699 and chop forest

- Worker 10; working on cottage at Vanaheim 32

- Worker 11; working on incense plantation

 

Work Boat:

- None

 

Settlers:

- None

 

Missionaries:

- Buddhist missionary, sleeping in Valhalla

 

Great People:

- Gustavus II Adolphus (Great General) settled in Mag Mell

 

 

 

Technology:

- Working on steam power (6), slider at 60%

 

 

 

Cities:

- Apocalypto; size 17; barracks, stable, forge, granary, Christian monastery, Islamic monastery, Buddhist monastery, Buddhist temple, library, observatory, university, colosseum, theater, marketplace, bank, lighthouse, harbor, customs house and courthouse; building cavalry, finish at EOT, start another

- - - - Current Garrison: Asaph Sawyer, F8

- Mag Mell; size 13; barracks, stable, forge, granary, baray, Christian monastery, Buddhist monastery, Buddhist temple, library, lighthouse, harbor, theater and marketplace; building rifleman,

- - - - Current Garrison: Herbert West

- Mictlan; size 14; barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, theater, colosseum, grocer and marketplace; building cannon, finish at EOT, start another

- - - - Current Garrison: none

- Sekhmet; size 18; Moai Statues, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, marketplace, lighthouse, harbor, customs house and courthouse; building rifleman, finish at EOT, start another

- - - - Current Garrison: Frank Elwood

- Sugar Candy Mtn; size 16; West Point, Heroic Epic, barracks, stable, forge, granary, Buddhist monastery, Buddhist temple, library, colosseum, theater, grocer and courthouse; building rifleman,

- - - - Current Garrison: F3

- Asphodel; size 7; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building rifleman,

- - - - Current Garrison: None

- Chasqui; size 11; walls, castle, Christian monastery, Buddhist monastery, Buddhist temple, Buddhist Stupa, monument, granary, theater, library, marketplace and courthouse; building forge,

- - - - Current Garrison: Revolving

- Camazotz; size 14; walls, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, baray, library, marketplace and courthouse; building cannon,

- - - - Current Garrison: F9

- Valhalla; size 18; Forbidden Palace, walls, barracks, stable, forge, granary, baray, Buddhist monastery, Buddhist temple, library, theater and courthouse; building rifleman,

- - - - Current Garrison: Jeanne d'Arc

- Erebh; size 2; walls, Buddhist monastery, Buddhist temple, and library; building barracks,

- - - - Current Garrison: CS Thomas

- Midgard; size 19; barracks, granary, forge, Christian monastery, Buddhist monastery, Buddhist temple, theater, library, lighthouse, harbor, customs house, marketplace and courthouse; building rifleman,

- - - - Current Garrison: F2, Hernan Cortes

- Jotunheim; size 16; walls, barracks, forge, granary, Buddhist monastery, Buddhist temple and theater; building cannon,

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 11; walls, granary, Buddhist monastery, Buddhist temple, theater, library, lighthouse and harbor; building forge,

- - - - Current Garrison: Enoch Bowen, CS Tobikko

- Niflheim; size 11; walls, forge, granary, Buddhist monastery, Buddhist temple, library, theater, market and courthouse; building barracks,

- - - - Current Garrison: Daniel Upton, CS Nacon, Thaddeus Gardner, CS George

 

 

- - - - Reserves near SCM: Samuel Seaton, CS Pluto, Joseph D. Galvez

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

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Southern Cross info:

- At WAR

- Researching military tradition (1), GA should be ended

- Current trades: none

- Current tech deals: none

- Civics: police state, nationhood, caste system, free market, free speech

- Cities:

- - - - Te Aroha; size 18, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, observatory, marketplace, bank, grocer, lighthouse, harbor, courthouse; 2 corns, gems and cattle;

- - - - - - - - Current Garrison (t235): rifleman "Petrus" (C1), rifleman "Kiwi Tamaki" (C1,Cov),

- - - - - - - - rifleman (C1), frigate (none)

- - - - Neke Awa; size 20, barracks, forge, terrace, Buddhist monastery, Buddhist temple, colosseum, Islamic monastery, library, university, marketplace, bank, and courthouse; rice and horses;

- - - - - - - - Current Garrison (t236): pikeman "Rongo" (none), catapult (none)

- - - - Te Utu; size 14; Pyramids; Heroic Epic, barracks, stable, forge, Buddhist monastery, Buddhist temple, terrace, library and courthouse; cattle, horses and stone; built on hill;

- - - - - - - - Current Garrison (t232): quechua "Rua" (C1), rifleman (none)

- - - - Te Tai Rei; size 16; Forbidden Palace, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, lighthouse, harbor and courthouse; 2 ivories;

- - - - - - - - Current Garrison (t219): longbow "Iwi" (none), , pikeman "Perekura" (none)

- - - - Haeana Rati; size 10; forge, terrace, Buddhist monastery, Buddhist temple, courthouse; iron;

- - - - - - - - Current Garrison (t235): quechua "Hoia" (C1)

- - - - Hapina; size 15; forge, terrace, monument, Buddhist monastery, Buddhist temple, Buddhist stupa, library, university, theater, grocer; 2 gems and spices;

- - - - - - - - Current Garrison (t236): 2 riflemen (C1,P), rifleman (C1&2), 4 riflemen (C1), 4 riflemen (none), longbow "Francisco Pizarro" (C1,M1,2&3,Mor), 2 catapults (B), 3 catapults (none)

- - - - - - - - Reserves near Hapina (t236): rifleman "Akenehi" (CG1), rifleman (none), 1 catapult (none)

- - - - Lisbon; size 15; forge, terrace, barracks, stable, Buddhist monastery, Buddhist temple, library, observatory, university, marketplace, bank and courthouse; pigs, wheat, 2 wines, 2 ivories, oasis;

- - - - - - - - Current Garrison (t232): rifleman "Kaitieki" (C1), catapult (none)

- - - - RotoVegas; size 12; Heroic Epic, terrace, forge, Buddhist temple, library and lighthouse; fish, corn, oasis;

- - - - - - - - Current Garrison (t232): rifleman "Kotuku" (C1,Cov), rifleman (none)

- - - - Taramoa; size 10; terrace, barracks, stable, forge, Buddhist monastery, Buddhist temple, lighthouse, courthouse; corn, silk and floodplains;

- - - - - - - - Current Garrison (t2332): quechua "Emere" (C1)

 

 

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Abbreviations:

A = Amphibious (amphibious attack)

Acc = Accuracy (+8% city defense reduction)

B1 = Barrage (+20% collateral damage)

C1 = Combat I (+10% strength), C2 = Combat II (+10% strength), etc.

CG1 = City Garrison I (+20% city defense), CG2 = City Garrison II (+25% city defense), etc.

Ch = Charge (+25% vs. siege weapons)

Cov = Cover (+25% vs. archery)

CR1 = City Raider I (+20% city attack), CR2 = City Raider II (+25% city attack), CR3 = City Raider III (+30% city attack, +10% vs. gunpowder)

D1 = Drill (+1 first strike chance), D2 = Drill 2 (+1 first strike)

F = Formation (+25% vs. mounted)

Fl1 = Flanking I (+10% withdrawal chance), Fl2 = Flanking II (+20% withdrawal chance, immune to first strikes)

M1 = Medic I (heals units in same tile extra 10%/turn), M2 = Medic II (heals units in adjacent tiles extra 10%/turn), M3 = Medic III (heals units in same and adjacent tiles extra 15% cumulative)

Mor = Morale (+1 movement rate - GG only)

P = Pinch (+25% vs. gunpowder units)

S = Shock (+25% vs. melee)

T = Tactics (+30% withdrawal chance - GG only)

 

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Edited by Rhoth

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Question - the rifleman Orrin B Eddy, at Hapina 9, shows as having two available promotions. Should we not give him C1 and Pinch to help on the defense? If they decide not to attack, they are still not bad offensive promotions.

 

And it will take 5 cannons to reduce the city defense - correct? 5 X 12% =60% That leaves five for the attack.

 

Would it make sense to give 3 of our cannons the accuracy promotion. That means those 3 can reduce the city walls (3 x (12% + 8%) = 60%) , leaving 7 for the attack.

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I did give them to him, sorry. Everyone who can use it has C1 and Pinch.

 

The accuracy promotion is not a bad idea. We have several two promo cannons so we could do that (accuracy requires CR1 or Barrage I). If we just keep those three cannons from ever actually attacking they could be the defense busters.

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Beta's accuracy promo idea just got me thinking. We have two cannons not involved in the attack, along with several grenadiers (because they couldn't get to the battle in time). Once Hapina is razed we could start all those extra units and a couple of cavalry headed west this turn, instead of waiting. We can get another cannon out of Jotunheim in 2 turns with a little bit of negative food growth, so that we'd have three two promo cannons and give all three the accuracy promo. Without their defenses we could hurt TTR significantly with only grenadiers and cavalry, not needing the bombard beforehand. It only has two units right now anyway.

 

If we hold back a turn we could add a couple of rifles to the attack force too, and not have to go negative food in Jotunheim.

 

Then we could send the main stack on toward Te Aroha, or one of the others as more than just a feint to cover our attack on TTR.

Edited by Rhoth

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:D Sounds good.

 

btw - I noticed that the SC rifles are not named. I wonder if morale is slipping over there. :(

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They haven't named any of their new rifles since we first attacked. They probably know that they are not likely to be able to win. They've won a few battles, but we're still winning the war.

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Agreed. But still not a good sign from their end. :( Or maybe I should say a very good sign from their end. :D

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Just checked in-game. SC has used up their 6 catapults, but hasn't attacked with rifles yet, nor have they finished their turn. Several of our units have taken a point or two of damage, but not all of them, as I'd hoped. We still have several undamaged rifles and cavalry, several of them with Pinch. SC has upgraded some of their units so that four of their rifles now have Pinch, but there are still 9 without. They gave a couple of them City Garrison promos. The rifle's bonus against mounted units will counteract our Pinch units though so it will be slightly in our favor for those attacks.

 

Assuming they attack they will probably win a few battles with better than 50% odds, but it won't be better by all that much. Hopefully we'll actually get some of those battles to fall our way this time and we won't lose more than about six units (they have thirteen rifles and their healer longbow in the city).

 

I'm actually hoping that they will not attack with rifles. If they don't then we own them. We'll probably lose a few cannons, but we'll have 7 cannons on the attack, and can start the rest of the attack with 5 Pinch-enabled grenadiers. They will do far better if they attack us, despite only have 50% or slightly better odds. If we attack, once our cannons are finished we'll probably have 80% and better odds.

 

Still 12 hours on the timer.

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Heh

 

They didn't quite have enough to make a decent attack and now they appear to be wondering what to do, probably awaiting further team input.

 

Grant kept having tremendous losses as he chased Bobby Lee all over Northern Virginnia, especially the last Wilderness Campaign, but he kept pressing forward knowing that the superior manpower and industrial strenght in the North would eventually prevail.

 

Its the same thing here, it doesn't matter if we get another turn of bad RNG's we are wearing them down and have more capacity to recover. Its only a matter of time and will. ;)

Edited by conmcb25

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Heh

 

They didn't quite have enough to make a decent attack and now they appear to be wondering what to do, probably awaiting further team input.

 

It would appear so.

 

Grant kept having tremendous losses as he chased Bobby Lee all over Northern Virginnia, especially the last Wilderness Campaign, but he kept pressing forward knowing that the superior manpower and industrial strenght in the North would eventually prevail.

 

Its the same thing here, it doesn't matter if we get another turn of bad RNG's we are wearing them down and have more capacity to recover. Its only a matter of time and will. ;)

 

:b: Excellent analogy.

 

(but the Union as Apocalypto .... :lol: )

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Well...to Southern Cross we are the North...and this would be the War of Northern Aggression. ;)

 

I wish they'd just make up their minds and play though. We know they were in the save 8 or so hours ago when Rob and Nugog were around, and I saw Fed a bit before I signed off 5 hours ago.

 

I think I'll go check and see if they've done anything else.

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Nothing yet, but time appears to have slipped again. Exactly seven hours ago it showed 12 hours left on the timer. Now it shows six hours left on the timer. :hmmm:

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3 and a half hours according to the pitboss. I'm curious as to what causes it to 'pause' or 'slip'. I wonder if you open up the F4 or F6 screen and let it sit there if it pauses the game. Why don't you try that this turn Rhoth. Note the time - go to the F4 screen for a minute or two - and note the time when you escape back to the main screen.

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I'll try it later. I don't want to bump it back any farther. I'm hoping they won't attack our stack, either by not wanting to or just missing the rest of their turn. ;) If we can attack them in the city after the cannons then we'll take a lot less damage to our stack.

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Hmmph, kind of a sucky turn. At one point we lost three straight cannons with 83%+ retreat odds. On the plus side, that's about all we lost. :D

 

SC did attack on their turn, with 9 rifles...and lost 8 while our only loss was a cavalry. That was far, far better odds than I would have suspected. On our turn we lost the obligatory first cannon with a 40% retreat odds, and then the other three with the 83%+ odds. :( But those five units were it.

 

In all we destroyed 13 rifles, 8 catapults, 1 grenadier, and their great general M3 longbow for a total of 1980 hammers. Our losses were one cavalry and four cannons for a total of 520 hammers. :D The only caveat is that they do have a rifle, a grenadier, and a catapult in position to attack some of our units (most of which are on hills) along with the four rifles out of Te Aroha that could attack the stack on one of the hills. We'll see what they do. We should have good odds if they attack the hill stacks, despite our wounded units, since we have the +25% defense along with the +25% Pinch promo.

 

In other news we received the great general who is headed for Jotunheim, and a great spy at the end of the turn. It will be about 13 more turns to get a great artist/great scientist out of Chasqui to go into a golden age. :D SC has finished up their GA and used the last turn to switch out of nationhood into vassalage and slavery. So from now on any units they build we should expect to have Pinch. That was their downfall this turn was their lack of Pinch while most of our units had it.

 

France still won't join our war, but they did take the NA capital city.

 

 

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Events:

 

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Demographics: back to where we belong in almost everything. We slipped to second in power again, but I don't think that's a big problem when you take a look at our power graph compared to SC's. :)

 

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Graphs: SC should be taking another drop on the graphs we'll see next turn based on losing Hapina and the units that we killed on our turn.

 

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Good to hear. Losing 5 units is too bad, but in total it looks like a good turn!

 

Hmm, is that a Ship of the Line, there near our frigates? that could hurt...

 

Nice to see us back on number 1 for a few important graphs :D

Edited by donald23
said 35 where it should be 5...

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Yes, that is a ship of the line. However it only moves 3 squares, while our frigates move 5. I've already headed around the island to get beyond them.

 

And yep, we're #1 in all the important areas except power. We're #2 there and not that far behind. In some categories (like food) we're waaaay ahead of our closest competitor.

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Very nice! A second nail in their coffin. :)

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