Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Conquests Democracy Game > C3CDG Blood Oath Horde > Blood Oath Horde Red Guard
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (5): [ 1   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 08-05-2005 01:57
Edit/Delete Message Reply w/Quote
#91 Report this post to a moderator
Support Apolyton, buy Call to Power 2

To me, threatening to crush an invading army, especially when you're already at war, is a clear sign you are not able to do it.

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:24
  Old Post 08-05-2005 02:12
Edit/Delete Message Reply w/Quote
#92 Report this post to a moderator
Got spare money?

quote:
Originally posted by bongo
To me, threatening to crush an invading army, especially when you're already at war, is a clear sign you are not able to do it.


I second that

Sage of the Horde

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 08-05-2005 02:40
Edit/Delete Message Reply w/Quote
#93 Report this post to a moderator
Enter the AD-FREE zone

The only valid reason for *not* crushing an invading army without warning is if there is another army coming as well and you are ony able to deal with one of them.

Then you can try the old "should I crush you or your ally first" trick.

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:24
  Old Post 08-05-2005 02:58
Edit/Delete Message Reply w/Quote
#94 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by bongo
The only valid reason for *not* crushing an invading army without warning is if there is another army coming as well and you are ony able to deal with one of them.

Then you can try the old "should I crush you or your ally first" trick.


indeedy or once I take a few cities can I maintain them from being farther away from reinforcements?

Sage of the Horde

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:24
  Old Post 08-05-2005 04:33
Edit/Delete Message Reply w/Quote
#95 Report this post to a moderator
2110 b c Full PM-box? Change here!

so should we not take that band of rabble out that is before us?

perhaps they fear us and taunt us

as strictly low lying and appearing inquistive and ever cautious we could act as though we ponder and as we ponder we simply build up a mike force to swarm in and force their play

either disband and abandon the city or we take it either way they lose out

Sage of the Horde

STRIKE FAST AND STRIKE HARD

Attachment: bloodegg01.jpg
This has been downloaded 38 time(s).

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 09-05-2005 04:48 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#96 Report this post to a moderator
Horde Ankh-Morpork Peace/Alliance Agreement Support Apolyton

Greetings Great Lords of the Blood Oath Horde

I am happy to announce the we have won the war with Ankh-Morpork, and that we have now entered into a time of peace with the nation of Ankh-Morpork.

What have we gained. We now have two legitamate borders, and an abundance of land for our Horde to grow and swell.
We have to our south east and south west two nations that have formal alliances and have thus become buffer states for our Horde.
Adding to that both have desire to strike at nations that be our foe.

There are other benfits indeed, such as the Red Guard now has room to train (promote) units in the northern wilderness.

Our nations stood at a cross roads at the opening of the last sacred save. Whether to attack and risk many issues, or follow the lead of Ambassador Plato and sue for peace. Discussions were entered into, some very open and official, others in back rooms of various drinking establishments. This matter went back and forth.

So ideas were agreed to in principle. Then discussed in teams, then brought back to sort out. This went on for some time.

We had 8 units ready to attack the A-M mountain 8 of "home" which has 3 spears fortified on it. It was projected that we coud take this place with the loss of a few units, and our troops could continue to gather and march their. Thus we could raze "home" in the coming turns, and possibly take and hold it. Even then moving on and taking more of the lands etc.



The issue I faced with this is that once we take / raze "Home" the A-M chariots could decimate our forces. Yes they would have been crippled forever, and we would be hurt... yet we could rebuild and take them out, if we were fast enough that is...



For to the South are the Babylonians, and they are gathering and preparing. The Babylonians have already proven themselves to be double dealing and not trustworthy. In the initial Summit, the Lord of Babylon, Beta, stated that the Alliance with the Horde was only until Desolation Row were defeated and removed from the lands. Then all bets were off. From this I clearly got the understanding that they would be targeting us then.



At the summit of 3 nations they were to get Math from DR, and send that on, along with Polytheism to the Bards and ourselves. In return they were to get Map Making and Horseback Riding. (In fact they also were send Philosophy from the Bards in error) The Babs then failed in gaining Math from DR and have not been able to since.



(Math – Bards have gained that from A-M and are sending it in a few turns when all 4is clear, thus safe keeping our tech alliance from prying eyes) (adding to this A-M have offer Math as part of peace / alliance discussions)



The Babylonians have rejected our Border Proposal, which they had previously agreed to, stating that they deserve an equal share of our spoils of war with A-M, and that they will not be sending troops, just settlers.



Along with this the Babylonians have not connected there Horse or there Iron at this time, and thus feel that they are not able to commit any troops of value to an attack on DR, as was part of the initial summit, and too part of the 3 nation summit.



So to sum that up, we had bigger fish to fry that out weighed the ideas of taking a few cities from A-M.

The following is the official Peace / Alliance Agreement.

May you all have a joyous week,

Paddy



----- Original Message -----
From: Paddy the Scot
To: Ormuzd ; Plato ; Krill ; Chrisius Maximus
Sent: Monday, May 09, 2005 6:56 AM
Subject: Horde Ankh-Morpork Peace/Alliance Agreement


Horde Ankh-Morpork Peace/Alliance Agreement



Peace to be signed by both Nations this turn.



Right of Passage for both Nations.





1. Lands:



1.1 A full border be set between A-M and Horde.

1.1.1 A-M nation to not build north / north east of the current locations of Memphis/ Home.

1.1.2 A-M to be allowed at sites - one at 999 from Home, one at 66 from Home and one 66663 from Home nothing more to east or southeast from Home.

1.1.3 A full border map to be drawn up in the coming days.



1.2 A-M to build a settler.

1.2.1 This settler to be available in 5 turns.

1.2.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.



1.3 A-M to build a 2nd settler.

1.3.1 This settler to be available in 10 turns.

1.3.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.



1.4 The captured workers (Stan & Laurel) would be given over from our capital.

1.4.1 Returned workers are to build roads asap between our lands for trade.

1.4.2 These would be handed over when city number 1 gifted – payment on delivery.



1.5 The road will allow A-M to send spices to Horde.

1.5.1 Horde to send dyes when available.





2. Research:



2.1 We both assist each other in techs.



2.2 Joint Research for future techs.



2.3 A-M to bring Horde up to speed on techs.

2.3.1 A-M will provide us with Math.





3. Security:



3.1 We keep this alliance to ourselves at this time, not tipping our hats to others who would do our two nations harm.



3.2 Troop movements to be kept confidential between our two nations.





4. The Southern Issue:



4.1 At an agreed time our nations would march side by side to the Southern Lands.

4.1.2 Bringing this area to Order.



4.2 No sudden attacks are to be initiated by either side into the Southern Lands.

4.2.1 This is to be a joint effort.



4.3 Both sides deploying and working closely on all planning and troop deployments, to achieve the full and thorough decimation and capture of these Southern Lands.



4.4 Horde to have a position within A-M, to station and gather the Horde Battle Force ready for the march to the Southern Lands.

PLATO is offline PLATO

King
Of the occupied South
Dec 2002
time: 23:24
  Old Post 09-05-2005 05:06
Edit/Delete Message Reply w/Quote
#97 Report this post to a moderator
Increase Your PM Length

War with Honour...Peace with Honour!

This is a great Victory for the Horde!

ChrisiusMaximus is offline ChrisiusMaximus
Emperor
Staffordshire England
Jul 2002
time: 05:24
  Old Post 09-05-2005 11:26
Edit/Delete Message Reply w/Quote
#98 Report this post to a moderator
Enter the AD-FREE zone

Congratulations Khan paddy on this amazing turn of events

@ Plato you have proven yet again to be a most valuable memeber of the Cell

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 17-05-2005 23:06 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#99 Report this post to a moderator
Horde Red Paper - 1910bc Enter the AD-FREE zone

Greetings Great Lords of the Horde

It is my pleasure to serve the Horde in my roll as Khan. We certainly have made quite an impact on the other five major nations of this world. In this I give you all my thanks and praise for the works and roles you have all played.

At this time we again stand together at a cross roads in time. The following contains an update of where we stand as a nation, details on our troops as well as current understandings of the other nations.

Please look this over, then feel free to post your thoughts on the following thread.

-------------------------------------------------------------

Ladies and Gentlemen - The Horde

Population: 495000
Live expectancy: 20 years
Military Service: 10 years

so they start young and live short but hard lives

Our 29 Units:

Banshees (scout)
Horde Long Eyes (scout)

Bataar (warrior 5/5)
Hammerhead (warrior 3/3)
The Wanderers (warrior 3/3)
Slicers and Dicers (warrior 2/2)
Miss Watcher (spearwoman 3/3)

Far Striker (archer 4/4)
Bloodshaft (archer 4/4)

Scarface (swords 4/4)
Bloodletter (swords 4/4)
Grim Death (swords 4/4)
Bloodseeker (swords 4/4)
Long Blades (swords 4/4)
Shadow Striker (swords 4/4)
Cardial Crusher (swords 4/4)
Devourer of Light (swords 4/4)

The Faithfuls (horseman 4/4)
Thunder Hoof (horseman 4/4)
Black Lightning (horseman 4/5)
Soothsayer's Savages (horseman 5/5)
First Rider of the Apocalypse (horseman 4/4)

Bob (worker)
Harry (worker)
George (worker)
Mildred (worker)
FA worker (worker)
Stan (A-M Worker)
Laurel (A-M Worker)

-------------------------------------------------------------

Internal Policy Matters

One Voice

In dealing with other nations, we the Horde are to use the nominated Ambassadors with any questions / requests that you may have. One Voice to be a new motto

We are all to fully understand lessons on operational security. It must be noted that the other teams are very very curious how we are so big, and winning so well. So we can all expect they will be trying to pick up any information they can.

We have moved to full war footing with massive nation project - Statue of Zeus

-------------------------------------------------------------

Red Guard Operations are working on two plans

Battle Plan 1.

International Peace Keeping Duties between The Desolation Row and The Bards

The full battle plan will be presented to the Horde in the coming 48 hours.

Fast Movers Army
The Faithfuls (horseman 4/4)
Thunder Hoof (horseman 4/4)
Black Lightning (horseman 5/5)
Soothsayer's Savages (horseman 5/5)
First Rider of the Apocalypse (horseman 4/4)
New Unit in preperation at Ta-Tu, ready in four turns (horseman 4/4)

Battle Plan 2.

The invasion of Babylon, utilizing the A-Morpork Armed Forces, along with our Army West

The full battle plan will be presented to the Horde in the coming 24 hours.

Horde Army West
"Task Force Bloodshaft" Currently within A-M territory.
Bloodshaft (archer 4/4)
Far Striker (archer 4/4)
Scarface (swords 4/4)
Long Blades (swords 4/4)
Cardial Crusher (swords 4/4)
Devourer of Light (swords 4/4)
"Task Force Bataar" Currently within lands between us and A-M
Horde Long Eyes (scout)
Bataar (warrior 5/5)
Shadow Striker (swords 4/4)
Grim Death (swords 4/4)
Bloodseeker (swords 4/4)
Bloodletter (swords 4/4)

1 scout, 1 warrior, 2 archers, 8 swords = 12 units

A-Morpork Army
3 spearmen - 1 regular, 1 veteran, 1 regular or veteran
5 warriors - all regulars, two are on scouting mission - they are looking to upgrade these to swords soon.
3 war chariots - 2 veteran, 1 regular
3 horsemen - one regular, one vet, one elite
= 14 units (some will be needed to stay as garrison)
(we expect to be using 14 units, as they will have another 2 - 3 soon, awaiting details on this.)

Total 26 units to attack Babylon in a cordinated battle plan as set out by Red Guard Operations. The initial plans will be posted in the coming 24 hours as stated earlier.

-------------------------------------------------------------

External Policy Matters

Euthorica
Contact Point: Blood Cell Chief Chrisius Maximus
They are to our immediate south east
We have peace with the Bards
We have a tech alliance
They are currently researching Construction in 28
We push Bards to get Babs into war with DR
We go to Bards defence - ensure peace as we now international peace keepers (must kill aqua.... must...)
We have far more cordinated workings with Bards on military actions
We build that relatiuonship with Bards so it is like steel
Horses not connected

A-Morpork
Contact Point: Khan Paddy the Scot
They are to our immediate south west
We have peace with the A-M
We have a full alliance as listed in their thread
We have an alliance with the Babs and Bards for the elimination of Desolation Row
A-M have a deal where DR will supply currency in 3 turns
They are currently researching Republic in 48
We have Literature that A-M do not have
We work on AM so they have time to build before we both strike babs
We do deal with Babs for Monachy - gift to AM
Iron not connected

Babylonians
Contact Point: Soothsayer Plato
They are to our far south west
We have peace with the Babs
We have an alliance with the Babs and Bards for the elimination of Desolation Row
We have no idea what they are currently researching
They do owe us at least one technology for the Mathematics they were supposed to secure for us and the Bards as agreed at the Summit of 3 Nations.
It could possibly be that they owe us two if we included Philosohy that Bards supposedly accidently sent them.
Babs doing deal with DR where they get Currency
We have Literature and Code of Laws that Babs do not have
We have a deal to supply Babs with Literature and they will supply us with Monarchy (Red Guard Ops say they will have this in 9 - 10 turns)
We push Babs to get Babs into war with DR
Horses not connected
Iron not connected

Desolation Row
Contact Point: Soothsayer Plato
They are to our mid south east
We have peace with the DR
Dr want a tech alliance with us
DR would also like a non-agression pact with us
DR are currently researching Currency in 3 turns
DR have a tech alliance with Lost Boys
DR doing a deal with Babs where by they supply Babs with Currency
DR finds Babs friendly enough for the time bein
We have Literature that DR do not have
They have recently completed deals that gained them Map-Making abd Code of Laws
We string DR as long as we can
All resources connected

Lost Boys
Contact Point: Soothsayer Plato
They are to our far south east
We have peace with the LB
We have no idea what they are currently researching
LB have a tech alliance with Desolation Row
We have Literature that LB do not have
They have recently completed deals that gained them Mapmaking & Mathematics
We approach Lost Boys, role play 1889 to get involved in war on DR
We learn and build with LB all we can - especially their relations with Babs
Iron not connected

-------------------------------------------------------------

Let it be known throughout the lands....

The Horde has begun its first National Wonder Program - Statue of Stone.

The Horde is under Red Guard operational security

Their is to be NO, I repeat NO talk of this project anywhere out side of The Horde Private Forum, and such comms between Horde members.

Let the building and shield storing begin.

-------------------------------------------------------------

For the purpose of building Statue of Zeus we change the way we measure time. We consider turn 1990 BC as Turn 1 of our wonder building.

Turn 2 (this turn): KBH has 9 shields. Change production in KBH to granary. Change production in FA to worker. Change production in Bokhara to worker. Change production in Bloodview to settler. Bob and Harry move 2-3. George moves 4. Citizens of KBH rearranged so KBH produces 10 shields per turn with one food surplus.

This turn:
Turn 3: KBH has 19 shields. Worker built in FA (named FA worker). FA worker moves 8-8-8. Bob and Harry move 6-6. George moves 4-1-4. Two slave workers start road on grass 3 from KBH.


Turn 4: KBH has 29 shields. FA worker builds mine. Bob and Harry move 6. George moves 9. Mildred moves 4-8-8.

Turn 5: KBH has 39 shields. Bokhara builds worker (named Bokhara worker). Bokhara worker moves 9-9-9. Mildred starts road. Road is completed instantly and slave workers are free to move. Slave workers start mine. Bob, Harry and George start mine. Mine is completed at the end of turn 5. Citizens of KBH are rearranged so KBH produces 11 shields per turn with one food surplus.

Turn 6: KBH has 50 shields. Bokhara worker, FA worker, George and Harry move 7 and are added to KBH. Slave workers move 7 and are returned to AM. KBH is size 9 and produces 16 shields per turn with no surplus of food. Production in KBH changed to library to try to maintain the illusion for at least one more turn. Bob and Mildred move 7-7-7.

Turn 7: KBH has 66 shields. Production in KBH changed to Statue of Zeus. Bob and Mildred mine grass 7-7 from KBH.

Turn 8: KBH has 82 shields.

Turn 9: KBH has 98 shields. Mine completed on grass 7-7 from KBH at the end of turn 9. KBH now produces 17 shields per turn.

Turn 10: KBH has 115 shields.

Turn 11: KBH has 132 shields.

Turn 12: KBH has 149 shields.

Turn 13: KBH has 166 shields.

Turn 14: KBH has 183 shields.

Turn 15: Statue of Zeus completed in KBH.
- many thanks to Red Guard Operations for this plan.

-------------------------------------------------------------

So there you go Horde, an update of the situation at this time.

May you all be at peace and be enjoying happiness in your lives,

Paddy, Khan of the Horde

Attachment: soz.jpg
This has been downloaded 46 time(s).

Last edited by Paddy the Scot on 17-05-2005 at 23:31

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 17-05-2005 23:58 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#100 Report this post to a moderator
Operation Slam Dunk - a Red Guard Operations Plan Browse Apolyton AD-FREE

Allied attack on Babylon by Blood Oath Horde and Ankh-Morpork.

The current turn (turn 1910 BC) will be considered Turn 1 of our joint military enterprise.

The primary target of our attack is the Babylonian city of Felinicity, Beta’s favourite city.

For this attack the Horde has dedicated Army Group West consisting of 8 veteran swordsmen, 2 veteran archers and one elite warrior.

It is expected that Ankh-Morpork will provide only the mobile component for this attack. This means that the Horde will suffer the brunt of the initial attack by the Babylonian forces stationed in Felinicity. AM force should number 10 mobile veteran units (horse/WC) and 3 to 4 spearmen (they need not be vets) so it does not appear as an attractive target for the Babylonian horses.


Army Group West will proceed toward the Babylonian land along the following lines:

Army West will consolidate on jungle 3-6 from AM iron mountain.

Bloodletter will move: 2-2-2-1-2 (red line) and will reach the assembly area on Turn 6.

Task Force Bataar consisting of 2 swords and one elite warrior has a head start of 1 turn compared to Bloodletter. They could reach the assembly area on Turn 5, but they will not because they will generally move in that direction, i.e. 2-2-3-3 (purple line - broken), but also monitor the movement of the DR warrior Dave who can be a hostile informant.

Bloodseeker will join taskforce Bataar moving 3-3-3-3-3 (purple line).

Task Force Bloodshaft inside AM territory consisting of 2 vet archers and 4 vet swords will move as if they are preparing to attack the AM horse city. They will move: 3-2-6-9-6 (dark red).

Army West will be fully formed on Turn 6 at the prearranged spot. Then Army West will proceed 2-2-2-2 (blue circle) at which point it will become visible to the Babylonians in Felinicity. This will be on turn 10. They can be in position to attack on turn 12.

This means that AM has time until turn 11 to comprise a force of 10 veteran horses or war chariots and move them on hill 3-3 (yellow circle) from horse city together with 3-4 spears.

The timeframe is such that the shock and surprise of our attack will surely crush the moral of the Babylonians and they may start abandoning their settlements.


A subsidiary operation will be undertaken by a detachment of Horde horses. Three veteran and one elite horse will be deployed on hill 8-8-7-7 from the Babylonian city of Kurra on Turn 10 so they can be moved to strike position on turn 11.

This plan is subject to change on the Turn 2, Turn 3 and Turn 4, pending the scouting intel provided by our Horde Long Eyes scout and one AM warrior scout which will move out of horse city and assume course 6-9-9-9.

Attachment: operation slamdunk 1.jpg
This has been downloaded 64 time(s).

Last edited by Paddy the Scot on 18-05-2005 at 17:06

Rubychaser is offline Rubychaser
Prince
Range Rover
Dec 2003
time: 16:24
  Old Post 18-05-2005 00:37
Edit/Delete Message Reply w/Quote
#101 Report this post to a moderator
Remove this text

The Horde is growing well, a long report

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 18-05-2005 01:57
Edit/Delete Message Reply w/Quote
#102 Report this post to a moderator
Support Apolyton buy from Amazon

Ormuzd do have a point, we should really send some spears along with our army

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 18-05-2005 03:54
Edit/Delete Message Reply w/Quote
#103 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by bongo
Ormuzd do have a point, we should really send some spears along with our army



Yes, it would be nice to join a few spears. But can we get them produced in time? We could of course postpone the attack until the spears are ready. Personally, I would also like a few more archers too. But can we build all that? Perhaps, in about 6-7 turns. Perhaps the need to protect our main force warrants such delay.

Bongo, could you elaborate your proposal a bit more.

Last edited by Ljube on 18-05-2005 at 04:02

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 18-05-2005 06:10
Edit/Delete Message Reply w/Quote
#104 Report this post to a moderator
Increase the size of your Attachments

I can't wait for the time when SoZ will become tourist attraction.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 18-05-2005 14:06
Edit/Delete Message Reply w/Quote
#105 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

One of my favourite moves in civ is the "surprise defence". When a strong enemy approach, you wait until he is really close then you jump him with all you got, effectively crippling his invasion.

The only way of countering such move is to bring a good stack of defenders. They will not give any direct help in taking anything but they do make sure your attackers survive long enough to do their thing.

Given 300 shields, I'd rather build 6 swords+6 spears than 10 swords.

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 18-05-2005 16:24
Edit/Delete Message Reply w/Quote
#106 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

I agree. However, we have no spears. We could change build in Ta-TU and Bloodview to spear and have two in 2 turns (with some shields wasted), and on Bloodletter's position in 4 turns. We could also rush build one more spear in Bloodview and have it on Bloodletter's position in 5 turns. And we can also rush another spear in Bokhara and have it on Bloodletter's position in 6 turns. Operation Slamdunk could then begin with our Army West consisting of 8 vet swordsmen, 2 vet archers, 4 vet spearmen and one elite warrior.

What do you think Bongo? And you Paddy? This will protect our stack, but cause loss of lives and delay the attack for 6 turns. Still, it may become necessary to postpone the attack until the Babs hand over monarchy, so perhaps no time will be lost.

Grandpa Troll is offline Grandpa Troll

Immortal
I owe..I owe..it's off to work I go
Jul 2000
time: 00:24
  Old Post 18-05-2005 16:44
Edit/Delete Message Reply w/Quote
#107 Report this post to a moderator
Tired of ads?

indeed as I see flaws in attacking and then the inability to defend

superb work all

Sage of the Horde

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 18-05-2005 17:01
Edit/Delete Message Reply w/Quote
#108 Report this post to a moderator
Support Apolyton or Terrorists Win

Another possibility is to completely change the target of our attack. For instance, I proposed a subsidiary operation with 4 horses against the Babylonian city of Kurra. What if we made this subsidiary attack the real one?


We could do that in two ways.

We could still send our Army West toward Felinicity and thus provoke the Babylonians into moving most of their units to that city, leaving Kurra poorly defended. Our stack would then not move closer to Felinicity, we would stay away while the AM forces will show on the horizon. And our horse stack would also show near Kurra.

Another option is to completely shift the target of our attack. Our Army West would move undetected around the northern shores of the Babylonian lake and make it on the spot between Inanna's Throne and Kurra in 13 turns. At the same turn the AM makes their army shown and in striking distance of Felinicity. And on the same turn our horse detachment (2 elite and 3 veteran horses) join our Army West. On turn 14 we attack.


Perhaps this second option is better. Possible Babylonian sentries on the mountain range north of Felinicity would remain blissfully unaware of our attack if we proceeded like this.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 18-05-2005 17:48
Edit/Delete Message Reply w/Quote
#109 Report this post to a moderator
Support Apolyton buy from Amazon

Sorry, don't have time to study our proposed attack in detail at the moment

An unprotected sword-force should only be allowed to move towards our enemy when we know they won't be destroyed. Using them to draw attention while preparing a surprise attack elsewhere would be acceptable

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 20-05-2005 14:13 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#110 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

yeah that will be cool

Rcoutme2 is offline Rcoutme2
Warlord
Massachusetts
Sep 2004
time: 05:24
  Old Post 21-05-2005 10:38
Edit/Delete Message Reply w/Quote
#111 Report this post to a moderator
Lose 30 kilos (of popups)

Looks good. I will be in and out occasionally, but have family matters to deal with. If you need any calculations, let me know by email and I will try to get to them.

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 29-05-2005 16:25 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#112 Report this post to a moderator
Red Guard Discussion thread for the coming 25 turns Support Apolyton, buy Galactic Civilizations: Deluxe Edition

"Main Battle Army"

Arrival at Bloodview~Bards holding Area:

Stormhoof (horseman 5/5) - 3~5 turns

Bataar (warrior 5/5) - 6~9 turns
Grim Death (swords 4/4) - 6~9 turns

Bloodshaft (archer 4/4) - 7~10 turns
Far Striker (archer 4/4) - 7~10 turns
Scarface (swords 4/4) - 7~10 turns
Long Blades (swords 4/4) - 7~10 turns
Cardial Crusher (swords 4/4) - 7~10 turns
Devourer of Light (swords 4/4) - 7~10 turns
Bloodseeker (swords 4/4) - 7~10 turns
Black Lightning (horseman 5/5) - 7~9 turns

Bongolian Guard (horseman 4/4) - 9~11 turns
First Rider of the Apocalypse (ancient cav 4/4) - 9~11 turns

Lightninghoof (horseman 4/4) - 10~12 turns
The Princesses of Ta-Tu (horsewomen 4/4) - 10~12 turns

The Faithfuls (horseman 4/4) - there~2
Soothsayer's Savages (horseman 5/5) - there~2
these two units in Bloodview at the moment
so we are taking them for some Barbarian hunting.
The Avar tribe is near KBH
so I foresee that they will be available 10~12 turns

some totals.... utilizing the troops listed above

In the Bards Hold Area - Central Bardlands
in 10 turns from now we will have

1 warrior
2 archers
6 swords
2 horse
11 units

in 12 turns from now we will have

1 warrior
2 archers
6 swords
7 horse
1 ancient cav
17 units

"The Flowing Reserve"

Arrival at Bloodview~Bards holding Area:

Red RoughRider (horseman 4/4) - turn 14~16

Second Rider of the Apocalypse (ancient cav 4/4) - turn 15~17

Barrel Runners (horseman 4/4) - turn 19~21

The Marshalls (horseman 4/4) - turn 20~22
Third Rider of the Apocalypse (ancient cav 4/4) - turn 20~22

The Dragon Riders (horseman 4/4) - turn 21~23

Fourth Rider of the Apocalypse (ancient cav 4/4) - turn 25~27

Partymen (horseman 4/4) - turn 26~28

some totals.... utilizing the flowing reserve

In the Bards Hold Area - Central Bardlands
in 10 turns from now we will have

1 warrior
2 archers
6 swords
2 horse
11 units

in 12 turns from now we will have

1 warrior
2 archers
6 swords
7 horse
1 ancient cav
17 units

in 17 turns from now we will have

1 warrior
2 archers
6 swords
8 horse
2 ancient cav
19 units

in 22 turns from now we will have

1 warrior
2 archers
6 swords
10 horse
3 ancient cav
22 units

in 28 turns from now we will have

1 warrior
2 archers
6 swords
12 horse
4 ancient cav
25 units

"Southern Border Patrol"

Banshees (scout) - wandering no mans land on a grid pattern
Horde Long Eyes (scout) - wandering no mans land on a grid pattern

"The Garrisons"

Slicers and Dicers (warrior 2/2 - upgrade to swords 2/2) - fort at KBH
Hammerhead (warrior 3/3 - upgrade to swords 3/3) - fort at KBH

The Wanderers (warrior 3/3 - upgrade to swords 3/3) - fort at Bloodview
Hot Lips (spearwoman 4/4) - fort Bloodview

Miss Watcher (spearwoman 3/3) - fort at Filiolus Ala

Shadow Striker (swords 4/4) - fort at A-M settler Bohkara 1,1,2

Double Edge (swords 4/4) - fort at Dye City

Bloodletter (swords 4/4) - heading to clear out the volcanoe region of the barbarians.
Thus getting the area ready for our A-M settler.
then fort at A-M settler in volcanoe country

-----------------------------------

Growth:

"Khan's Blood Hall" - Statue of Zeus in 8 turns 1st Ancient Cavalry 4/4 in 9 turns, 2nd 14 turns.

"Ta-Tu" - horsewoman in 9 (The Princesses)
next horsewoman in 19 (The Dragon Riders)

"Bokhara" pop 4 - horsemen in 7 (Bongolian Guard)
next horseman in 13 (Red Roughrider)
next horseman in 19 (The Marshalls)
next horseman in 25 (Partymen)

"Bloodview" - horsemen in 10 (Lightninghoof)
next horseman in 18 (Barrel Runners)

"Filiolus Ala" - settler in 15

"Dye City" - settles in 3 turns
barracks in 13
next horseman in 28 (Dye City 1)

"A-M Settler near Bohkara" - settles in 2
barracks in 12
warrior in 17 (A-M 1)

"A-M Settler near volcanoes" - settles in 6
barracks in 16
warrior in 21 (A-M 2)

-----------------------------------

Bob (worker) - road to 8, thus complete the road for the new dye city

John Boy (worker) - mine completed in 4, then to complete the road to the Bards

Martha (worker) - to complete the road to the Bards

Stan (A-M Worker) - road, then back to capital to be transferred to A-M asap

Laurel (A-M Worker) - road, then back to capital to be transferred to A-M asap

-----------------------------------

some further notes...

due to a twist of fate, the army west has reverted to the main battle army...

and instead of preparing to attack the babylonians, is now marching at a great pace to take up positions within the land of the bards... would you have thunk that

in consultation with our allies A-M, the babylonian attack will not be taken place for at least 30 turns... A-M have a strong force able to cope with any Babalonian attack at this time.

The arrival of our Main Battle Army into the Bards lands will coincide with the formation of our first veteran Ancient Cavalry units and with several new veteran horse units

ok my projections for builds may be off here and there by a point or two, that can be fixed

and I have deliberatly focused on building horsemen in this scenario, understanding that spearmen, or swordsmen could very well be needed for a balanced battle plan.

The Red Guard will keep you informed.

Attachment: beware_pirate_sign.jpg
This has been downloaded 45 time(s).

Last edited by Paddy the Scot on 29-05-2005 at 16:56

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 30-05-2005 19:43 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#113 Report this post to a moderator
Possibly list of troops to be stationed in Bardlands Support Apolyton

McMeadows says:
the Stack of Terror
~13
7 swordsmen, 3 spearmen, 1 catapult, 2 horsemen
I'm putting my money on the horde to cover our asses
Paddy says:
what size force you want to back you up
McMeadows says:
with such a stack DR either gets very worried and moves all units towards us. Or they'll try to counter attack us
An angry Horde would be welcoming them
I so much hope they'll do it
Paddy says:
so do I
McMeadows says:
that would give me more joy
Paddy says:
would be awesome, you could then wander their lands
McMeadows says:
Just to counter their counter...

------------------------




To your south now…

Storm hoof (horseman 5/5)

Guard duty on the road between our lands…

Hot Lips (spear woman 4/4)

8 turns your border…

Blood shaft (archer 4/4)
Far Striker (archer 4/4)
Scar face (swords 4/4)
Long Blades (swords 4/4)
Cardial Crusher (swords 4/4)
Devourer of Light (swords 4/4)
Blood seeker (swords 4/4)
Black Lightning (horseman 5/5)

9 turns your border…

Bongolian Guard (horseman 4/4)
Lightning hoof (horseman 4/4)
The Princesses of Ta-Tu (horsewomen 4/4)

10 turns your border… (possibly sooner)

The Faithfuls (horseman 4/4)
Soothsayer's Savages (horseman 5/5)
sent north as previously discussed

1 spear woman
2 archers
5 swords
7 horse
15 units

------------------------

the Bards are looking to move their Stack of Terror in 6 - 8 turns...

Last edited by Paddy the Scot on 30-05-2005 at 20:15

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 31-05-2005 04:22
Edit/Delete Message Reply w/Quote
#114 Report this post to a moderator
Support Apolyton or Terrorists Win

Their stack of terror is not bad. Ours is slightly better.

We should send all available forces to the bard lands as soon as possible. Two horses should locate and destroy teh barb camp near KBH.

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 31-05-2005 06:55 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#115 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

The Horse are already on the way north

other troops vectoring to Bard lands

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:24
  Old Post 31-05-2005 14:27
Edit/Delete Message Reply w/Quote
#116 Report this post to a moderator
Increase the size of your Attachments

Not many spears in that plan? While a successful "surprise defence" can be done without them I don't see an invasion without them.

PLATO is offline PLATO

King
Of the occupied South
Dec 2002
time: 23:24
  Old Post 03-06-2005 09:15
Edit/Delete Message Reply w/Quote
#117 Report this post to a moderator
Increase the size of your Attachments

This plan will be a back breaker for DR. Wow! Many congratulations to The Red Guard for a very fine job!

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:24
  Old Post 30-07-2005 04:28 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#118 Report this post to a moderator
Red Guard Update Support Apolyton, buy Civilization 2

-------------------------------------------------

"Blood Force Horde"

Commander - Bongo, General of the Hordes

Bard War Front

Horde Long Eyes (scout)

Cavalry

Bongolian Royal Red Guards (horseman 4/4)
13th Horse Guards (horseman 4/4)
Red Roughrider (horseman 4/4)
Kelly's Heroes (horseman 4/4)
Fire Hoof (horseman 4/4)

Infantry

Col. Iron Jackson's Long Blades (swords 4/4)
Col. Earthworm's Devourer of Light (swords 4/4)
Wanderers (swords 3/3)
Cardial Crusher (swords 4/4)
Hammerhead (swords 3/3)
Scarface (swords 4/4)

Col. Gramps Far Striker (archer 4/4)
Bloodshaft (archer 4/4)
Miss Watcher (spearwoman 3/3)
Redwench (spearwoman 4/4)
Hot Lips (spearwoman 4/4)

"The Werewindle Brigade"

Bloodseeker (med inf 4/4)
Skull Splitter (med inf 3/3)
Shadow Striker (swords 4/4)
Slicers and Dicers (swords 3/3)
Rock Steady (pikewomen 4/4)

The Graysvandir Brigade"

Brigadier General Ljubes Mjolnir (horseman 4/4)
Col. Rcoutme's Royal Racers (horseman 4/4)
Col. BKWM's Red Dawn (horseman 4/4)
Shadow of Doubt (horseman 4/4)

-------------------------------------------------

"Grey Wolves Horde"

Commander - Paddy, Khan

Babylon / Lost Boys War Front

"The Black Watch Brigade"

Khan's Own Faithfuls (horseman 4/4)
Col. Dialectic's Black Lightning (horseman 5/5)
Col. Plato's Soothsayer's Savages (horseman 5/5)
Col. Makahlua's Eingana Princesses (horsewoman 4/4)
Storm Hoof (horseman 5/5)

"Brigade of Zeus"

First Horse of the Apocalypse (ancient cavalry 5/5)
Second Horse of the Apocalypse (ancient cavalry 5/5)
Third Horse of the Apocalypse (ancient cavalry 5/5)
Destroyer of Hope (horse 4/4)

"The Rock Hound Brigade"

Brigadier General Rubychaser's Bloodletter (swords 5/5)
Grim Death (med inf 4/4)
Bataar (warrior 5/5)
Axxis (pikewomen 4/4)
Steal Heart (pikewomen 4/4)

-------------------------------------------------

"Interior"

Double Edge (swords 4/4) - Barb Hunting
Bone Crusher (swords 3/3) - Barb Hunting

(pike 4/4) - Khans Blood Hall
(pike 4/4) - Ta-Tu

(warrior 3/3) - Red River Hill

Bob (worker) - irrigate
Bubba (worker) - road to
Martha (worker) - road to
John Boy (worker) - road to
Gertrude (worker) - 7,8, irrigate
Bard slave - south

-------------------------------------------------

"Unit Audit"

Ancient Cavalry 3/2/2 = 3
Horse 2/1/2 = 15
Medieval Infantry 4/2/1 = 3
Swordsmen 3/2/1 = 11
Pikes 1/3/1 = 3
Spearwomen 1/2/1 = 3
Archer 2(1)/1/1 = 2
Warriors 1/1/1 = 2
Scouts = 1

Settler = 0
Workers = 5
Slave = 1

-------------------------------------------------

Last edited by Paddy the Scot on 30-07-2005 at 06:38

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:24
  Old Post 01-08-2005 04:12
Edit/Delete Message Reply w/Quote
#119 Report this post to a moderator
Full PM-box? Change here!

Hahaha, just seen the battle reports!!!


Babylon is history. Our Grey Wolves are going to have to deal with Lost Boys only I'm afraid. The AM have stolen the glory from our boys.

Rubychaser is offline Rubychaser
Prince
Range Rover
Dec 2003
time: 16:24
  Old Post 03-08-2005 17:20
Edit/Delete Message Reply w/Quote
#120 Report this post to a moderator
Remove this text

Well said General, and if they do take the Porker deal then all the better

Mighty Khan, I hereby request an Archer Regiment for my Brigade - Vampire Hunting Time

 
Pages (5): [ 1   2   3   4   5   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:24.
Apolyton Time is 00:24.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0994 seconds (94.01% PHP - 5.99% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net