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Aeson
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orangesoda
Nov 2001 time: 22:27
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I've been running simulations, and I think we can almost guarantee Arashi 9 doesn't fall this next turn, even against 11 Immortals. We take pretty heavy losses, but then again so do they.
The thing is, we only have 3 Pikes there, and they are unfortified. The way the RNG works... those 3 pikes could take out the whole stack, or might not even dent the Immortals. On average they kill 1 each, and then hurt the next rather badly. With just 1 more Pike, the odds swing drastically in our favor. 'Runs' are much less drastic over 16 hps than 12 it seems. They still happen, but on average things are much more 'expected' with 4 Pikes.
To get our 4th Pike there we have to rush it. I'm not sure how the preferences work in PBEM... does it go by what's saved in the game, or by what the player's settings are at at that point? If we can set it up so that our first unit build takes us to the city, we can then go and rush other projects (granted we waste shields this way, but in this case I think it's worth it).
We will have 137g from commerce, do we get the 200 gold from ND before or after the production is gone over? The commerce will be added before the production gets done.
If we can get into the city view, in Arashi, the Pike costs ~80g to rush. If we put everything we have in the area onto Arashi 9, it guarantees they can't bust through. They could get lucky and have ~8 Immortals left (worst case I've run into with 4 Pikes), but they wouldn't be on Arashi 9 regardless of whether they 'won' or 'lost'. That gives us enough time to get more troops together to fight for Arashi, especially if they take the time to heal up (and most of their Immortals need it).
So what we need on Arashi 9 are the 4 Pikes, all our Swords in the area, and all our WC's. I've only twice gotten to where the WC's defend, and only 1 at that (it once killed an Immortal...but that won't happen often best we can hope for is the retreat (50/50)).
Worst Case (that I ran into...about 50 runs): 8 Immortals left at various stages of health. Lose 1 WC, all but one of our Swords, and all our Pikes. We would lose Arashi most likely.
Average Case: 4-6 Immortals left at various stages of health. 1-2 Pikes at low health, 1-3 Swords at low health, and all our WC's left. We win this war if the average holds.
Best Case: 2 Immortals left at low health. 3 Pikes (Elite's) left at various levels of health, 3 Swords left at various levels of health, and all our WC's. And a Leader (3 times out of all the runs).
When using only 3 Pikes, we sometimes get close to the best case, but there are a lot more 'worst case' type outcomes. If at all possible, that 4th Pike..
For the record... I was using all veteran Immortals in my tests, I don't remember the exact makeup, but some of them are regs. So the odds should favor us more if they do try to bust through Arashi 9. I was somewhat suprised to see how badly the Pikes did, normally getting killed by the second Immortal. I have never really built pikes in a game (rarely spears or even riflemen) so this is definitely a learning experience.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:27
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It depends, as nye said, on whether the settings are set to "always build previous unit", or not. If not, we have two chances to get into cityy view, and change the orders (although I haven't done it yet in MP, I'm quite certain it will be possible to rush, there is no reason why it would be different then a single SP turn)
The pike rushed seems a good idea with those odds, however isn't the worker going to finish the road this turn? I somehow had that impression. In that case, those pikes are fortified...
I think it will pay of in the end if we can keep A9, instead of needing to defend Arashi instead. I'm willing to risk a 4th pike, instead of going for the walls.
BTW, if Vox moves onto worked tiles, we should be able to compensate for the shields by going into city view, and scrolling cities too.
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:27
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As NYE pointed out to me in chat last night, the fortified bonus doesn't kick if you've moved that turn. I didn't know that... maybe Vox doesn't know that... so hopefully they will think they are fortified (the units will look that way) and be less likely to attack.
Our best bet is if they bypass Arashi, giving us more time to build up forces, and giving us free shots on the flats with our WC's and possibly Med Inf in some situations. Their best shot to hurt us by trying to force their way through Arashi 9 this turn.
If they beat us at Arashi 9, I don't think the walls in Arashi would help us much at all. If we hold at Arashi 9, they can't get to Arashi. So I agree, the walls there aren't critical.
If we don't go for a Pike, and can switch Arashi's production, the next best thing would be a Catapult. It basically gives our first Pike Elite status. Either it hits the attacker, or it uses up a 'bad' roll (not sure how bad... but it should cover all the 'attacker wins' rolls, even if it covers some of the 'defender wins' rolls too) for us, so that the first attacker will hit the Pike less.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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Aeson, we don't have to kill the immortals around Hurricane to win, just stop them long enough for reinforcements to arrive. I think having our swordsmen fortified is more useful than upgrading to medieval infantry in that regard.
If we have two regular and one vet swordmen fortified on Sandstorm 6, Vox would need some pretty good luck to break through in a single turn - three victories in three combats, two with odds slightly against them. Penetrating Hurricane 8 with a pikeman and a fortified regular swordsman on it would also be difficult, and would leave our swordsmen on Sandstorm 6 in a position to either attack or move into Hurricane or onto the iron. Either way, we can have our first EotS pikeman ready to defend whichever city might be threatened. So with reasonable luck, Vox's surviving forces will be forced to lick their wounds a bit, giving us time to build up a level of defensive force they can't penetrate.
Regarding the iron, we could move our WC 6-9 from Arashi onto it if we don't need the unit to attack this turn. That would prevent a Voxian naval landing, and Vox can't reach the tile by land without going through Hurricane 8. After two more moves by us, our galleys will be far enough north that Vox won't be able to land on the iron at all without our seeing it coming.
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