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alva is offline alva
Emperor
Republic of Flanders
Sep 2001
time: 06:27
  Old Post 30-04-2003 21:36
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Attacking does seem to be much more lucrative then defending so far..

Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:27
  Old Post 30-04-2003 21:41
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Just out of curiosity... which catapult missed? Which city did it fire from and when did it fire in the order of 6 catapults?

vulture is offline vulture
King
Leeds, UK
Jun 2001
time: 05:27
  Old Post 30-04-2003 21:41
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BTW, since I'm off, does anyone with a C compiler want a copy of the stack combat calculator (with instructions) in case we want to see what we can get away with for defense / attack with the new pikemen arriving in the area? As it stands now, in Arashi we have about an 80% chance of losing 2 or fewer pikemen (about 30% chance of losing none, 30% of losing 1, 20% of losing 2 - very roughly). Not critical, since it is pretty easy to esimate what we can get away with, but it might be interesting.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 21:54
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The plan was to add two pikes to Hurricane 8 and one to Sandstorm 6, bringing us up to six and four pikes in the two cities, respectively. Our new Bolderberg pike can head 8-8-8 to near Tempest, and our new EotS pike can go where EotS pikes traditionally go.

Questions:

1) Do we want to shift Arashi from production mode to growth mode?

2) Do we want to switch EotS, Hurricane, and/or Tempest to horsemen now, or wait a little longer? My inclination is to build one more pike in Hurricane so we can rotate swordsmen back to Hurricane for upgrade without reducing our defensive capacity from its current level. Past that, another pike from EotS this turn and one from Hurricane the turn after would let our new galley from Sufa pick up a pair of pikes to go after Vox's roads. Similarly, I'd like to get another pike in Tempest so we can (if all goes well) break a couple pikes loose for our western galley.

So for production, my current thoughts are EotS and Hurricane on pikes, Tornado on medieval infantry, Cyclone on workers (we'll especially need some extras if we make peace with Vox), and Arashi and Bolderberg on WCs. The other production priorities don't especially need to be decided this turn. I don't care strongly whether we keep Arashi focused on production or try to focus on getting it growing again.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 21:55
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The cat that missed was either the second or the third from Tempest. (The stack in Tempest attacked first.)

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:27
  Old Post 30-04-2003 21:58 Visit alexman's homepage!
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How many turns for Arashi to reach size 7 in growth mode? How many shields does it produce in production mode?

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:27
  Old Post 30-04-2003 22:00
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Nathan,

I'd do a pike in either EotS & Hurricane, and a horseman in the other. Cyclone... is there a reason we wouldn't want it producing WCs?

Arashi... Med inf (so production) for now.

Regarding loading 2 pikes into a galley for a shot at Vox's iron... I'd think we'd want a pike & a med inf. We may have to fight our way onto their road in order to break it.

What's the galley situation?

We have 2 on the NE coast. Where did Vox's galley go?
We have 1 off the W coast. Can we still see GoW's galley?

We have 2 more just completed, right? One on each coast?

-Arrian

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:27
  Old Post 30-04-2003 22:01
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Oh, one more thing...




Our catapults rocked this turn.

-Arrian

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 22:06
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At present, it's producing ten shields per turn. If we put it in maximum growth mode (and if we don't mind wrecking Sandstorm's growth in the process), it can grow evey two turns, so it would take six turns to hit size 7. If we'd do that, we would get our next WC out of it in three turns instead of one.

From strictly a defensive perspective, the growth would probably come too late to make a difference. But from a perspective of longer-term production, putting the city in growth mode has some advantages.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:27
  Old Post 30-04-2003 22:12
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I would strongly advise against planning for peace until the Vox stacks are actually moving away. Until they do, continue producing pikes, med inf, and fast movers everywhere.

re less pikes now, why is Vox's stack sitting? Could it be they are expecting significant reinforcements?

FrustratedPoet is offline FrustratedPoet
Emperor
All Glory To The Hypnotoad!
Mar 2002
time: 05:27
  Old Post 30-04-2003 22:15 Visit FrustratedPoet's homepage!
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quote:
Originally posted by notyoueither
re less pikes now, why is Vox's stack sitting? Could it be they are expecting significant reinforcements?


That's what I'm afraid of too, and I think it's a real possibility that we'll see some stacks of galleys appearing on our West coast in a few turns time.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:27
  Old Post 30-04-2003 22:17
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They're waiting on that road to be finished so they can come down the mountains next to Monsoon with a bunch of immortals.

Which is why I want more attackers. A stack of immortals coming down that road can either a) come down and go after Monsoon; or b) move on Arashi9.

If it's a) I want to be able to counter with lots of fast attackers. If it's b) I think we have enough time to produce any extra pikes we will need. I'll want more med inf to kill 'em off after our cats beat 'em up, though.

More attackers needed.

EDIT: another possibility is a GoW shuttle run of troops into Voxian territory. That would mean horsemen and immortals, making the threat much more serious.

-Arrian

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:27
  Old Post 30-04-2003 22:20 Visit alexman's homepage!
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I agree with Arrian: let's build more attackers, and leave Arashi in production mode.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 22:21
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The GoW galley is out of sight. Vox's galley stayed the same place; I'm tempted to move one of our galleys 8-4 to see whether Vox has troops parked on their road or whether they're expecting the colony itself to be our target. (They redeployed a spear from the colony mountain to the other mountain beside it to make sure we can't land on a mountain.)

If it looks like Vox is stationing troops on the road, we probably need to land with more than two units. Land-get attacked-move-get attacked-pillage looks like too much of a long shot for a pike and a medieval infantry; immortals from either Dissidentville or Elipolis could get there in time to help out. A pair of pikes seems like our best two-unit option; we'd have to be able to land directly on the road, but if we can, odds are Vox would need three immortals in range to hit us immediately for us not to have a survivor to pillage.

By the way, it occurs to me that we may want Tempest producing three-turn medieval infantry instead of two-turn pikes.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:27
  Old Post 30-04-2003 22:24
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Do we sink the Vox scow?

Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:27
  Old Post 30-04-2003 22:28
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quote:
Originally posted by FrustratedPoet
That's what I'm afraid of too, and I think it's a real possibility that we'll see some stacks of galleys appearing on our West coast in a few turns time.


Actually, we can deal with reinforcements from galleys better than we can deal with reinforcements coming south through the spinebreakers.
If they choose to deliver additional reinforcements from galleys, they'll have to get through our own galleys first, since we're blocking their way. They'll have to destroy two galleys, and they'll need to use empty galleys for that job, since they don't want to risk galleys with cargo. Their best-case scenario is sinking one of our galleys with no loss of HP, sinking the second and then grabbing the troops and unloading them to our shores before our next galley can get them (which I don't think is even possible). And it's more likely that they'll lose one galley in the progress, which would set them back by a few turns, and force them to build another galley instead of more troops.
They probably won't take such high stakes and continue using the old method of marching through the spinebreakers. I think it's very possible that they'll try to bring as many immortals as possible to the mountain between Tempest and Arashi (and this is the sole reason why they are holding it right now). I think they have no idea of how many catapults we have. I also think that we need more of those, along with MedInfs.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 22:31
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I checked, and our Sufa galley can't pick up units until two turns after this one. So we can switch EotS to horsemen now and have Hurricane produce enough pikes in time to load a pair of units on the galley when it's ready.

Another possibility (albeit not a smart one) for why Vox delayed might be to get the extra two immortals ready to attack Sandstorm from both sides at once. If that was their plan, though, they lost almost as much to cat hits as they'll gain from extra units (especially since the two extras are regulars), and we'll have an extra Tornado medieval infantry and an extra EotS horseman to counterattack with.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 22:34
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I'm starting to think we might be better off not going after Vox's galley. If we can get through the war (either until victory or until we make peace) without a naval battle, that avoids the risk of losing a galley we might want to use against Bob later. And if we attack and the RNG turns against us, we'd lose our threat against further Voxian galley operations.

Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:27
  Old Post 30-04-2003 22:38
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quote:
Originally posted by notyoueither
Do we sink the Vox scow?


I don't know... this is definitely an option.
Another option is to set up a blockade. Currently they can get around our galleys through sea and end the turn in safe coastal waters. Not that they'd do that with a galley full of immortals, they won't take that chance, but I really don't know. Anyway, we can effectively block them off by moving one of our two galleys 8, 9, 6 or 3 (I'd suggest 8, since this will let us see one tile further into Voxian waters).
If we set up such a blockade, they'd need two galleys and luck to break through - one empty galley to kill one of our blockading galleys (they wouldn't risk a full galley in combat, of course), and the other to carry the cargo and break through. But then we'd have a shot at their cargo galley with our remaining galley next turn.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:27
  Old Post 30-04-2003 22:45
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I don't see a need to kill Vox's galley. I DO want to engage GoW's galley, if we can catch it.

I agree we should move one of our galleys so we can see their road.

If it looks like they're defending their road properly, we may (as you pointed out) need to use more units than just 1 galley load. In that case, I think we should just go all the way and do Inchon.

-Arrian

Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:27
  Old Post 30-04-2003 22:47
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quote:
Originally posted by nbarclay
Vox's galley stayed the same place


Theory: Vox already sees 2 GS galleys (which is probably more than what they currently have, considering that they'd rather build immortals than galleys and the infrequency of Vox galley sightings) and knows that there may be more out there. They have realized that dropping reinforcements from their galley on our shores is not an option anymore, since we have a good chance at sinking the cargo with the ships, and now their sole galley is good for almost nothing.
Realizing that, they must hope for us to attack them - they don't care about their galley anymore, but we might lose a galley that poses a threat to Vox in the process.

Nathan: I think you're right, but following the same logic, we shouldn't risk a galley to try to chase and attack GoW's galley. Not that it matters, though - I think we can't catch it anymore, if it's going to Port Isolation.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 22:48
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I'd rather not split our galleys, for two reasons. (1) If the galleys remain together, Vox has to worry a little more about the possibility that one might have troops on it. (2) If Vox does manage to get two galleys together, they wouldn't have a chance to wound one with their first attack and then get a second attack against a healthy galley (although we could probably negate that risk by scouting forward and then pulling back each turn).

By the way, one of the wilder possibilities for what to do with our eastern galleys would be to fake an attack at Vox's core. I'm not sure whether that would do more good or more harm, but it would almost certainly cause Vox a bit of concern.

notyoueither is offline notyoueither
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Aug 2001
time: 22:27
  Old Post 30-04-2003 22:49
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quote:
Originally posted by nbarclay
I'm starting to think we might be better off not going after Vox's galley. If we can get through the war (either until victory or until we make peace) without a naval battle, that avoids the risk of losing a galley we might want to use against Bob later. And if we attack and the RNG turns against us, we'd lose our threat against further Voxian galley operations.


I am thinking that myself. The threat of sinking them is more effective at shutting down their ferry service than attacking and losing. That would be harsh if we lost 2 of ours and left them with an elite. It would be good to go for them when we have 3 to 1 odds.

So, just park and wait for the troop ship? Being fortified may have an effect. I've never figured that out.

notyoueither is offline notyoueither
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Aug 2001
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  Old Post 30-04-2003 22:51
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And if we stay parked there, we tie down all those Vox troops. Hehe.

notyoueither is offline notyoueither
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  Old Post 30-04-2003 22:52
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quote:
Originally posted by nbarclay
By the way, one of the wilder possibilities for what to do with our eastern galleys would be to fake an attack at Vox's core. I'm not sure whether that would do more good or more harm, but it would almost certainly cause Vox a bit of concern.


I would not like to lose contact with the Vox galley and let it behind us. We really do not need another couple of Immortals north of Hurricane at the moment.

Shiber is offline Shiber
Emperor
Haifa, Israel
Jul 2002
time: 07:27
  Old Post 30-04-2003 22:59
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I would have voted for faking a landing attempt in Vox's core if we weren't actually planning one. In any case, it'd also get them into building defensive units earlier, which is bad for us since we want to meet minimal resistance when we switch to offense.

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:27
  Old Post 30-04-2003 23:01 Visit alexman's homepage!
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quote:
Originally posted by notyoueither
Being fortified may have an effect. I've never figured that out.


Ships do not get the fortification bonus, but they do get the 10% terrain defensive bonus. Just verified by testing.

Shiber is offline Shiber
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Haifa, Israel
Jul 2002
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  Old Post 30-04-2003 23:07
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If we choose to park, can we at least move one of the galleys 8-4-6-2 to get a glimpse further into Voxian waters and return?

nbarclay is offline nbarclay
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Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 30-04-2003 23:10
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I went ahead and moved a galley 8-4. Vox has a vet spear and a "Hoover the Deep Cleaner" (regular immortal) sitting on the road, so we can't do a pike landing directly on the road. I'm tempted to park both our galleys there and dare Vox to leave a tile undefended in that area. And if their galley tries to move south, our speed advantage would let us intercept it.

If we want to cut off Vox's iron, I see three main possibilities.

1) Land a pair of pikes on Grog's Mountain, and follow up with medieval infantry to break onto the road.

2) Use an Inchon approach, landing a settler and a bumch of pikes either near Elipolis or on the grassland by the colony.

3) Use a hybrid approach, prepositioning pikes on Grog's Mountain and then, if Vox doesn't let them onto the road, using them to reinforce the Inchon operation the moment the city is built. Note that the pikes could move from the mountain onto galleys and then unload from the galleys in the city all in one turn (albeit with no movement left), which would give us a phenominally well-defended Inchon if we're willing to build enough pikes. Of course our landing would be a lot more vulnerable the turn our troops land, before the city is built.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:27
  Old Post 30-04-2003 23:11
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Thanks for that, alex

I figured as much. I have always done better by allowing the AI to attack my galleys than vice-versa. The 10% bonus is why when I attack, I most often take the enemy galley to 1hp, and then die. :sad:

No need to kill them. I say move one to peek at the road, but move it back, so at the end of the turn, we're status quo in the NE.

I would like to hunt the GoW galley in the West, though. IMO, finding and attacking their galley is worth the risk of losing the fight.

Military considerations aside, the shock value is great too. They open their turn, and their galley simply isn't there anymore.

-Arrian

 
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