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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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The opening screen showed two interesting things. (1) Vox left D1 open, so if we plant a pike there and they don't dislodge him, we'll have a ground route to Dissidentville, and hence to the rest of Vox. (2) Vox moved their eastern stack 7, down off the mountains.
I then went into the production phase and started poking around city views. Vox actually uncovered Inchoff's iron tile, opening the way for us to put pikes there and not need cats to stage a breakout, but they have lots of forces near Inchon. Visible forces include:
Inchoff 4: 1 regular pike.
Inchoff 4-7: Two units, led by a vet immortal.
Inchon 6: Eight? units led by a vet pike. (If I remember what someone said correctly, eight is the maximum nuymber of marks that appear, so if my count is correct, there could possibly be more.)
Inchon 9: Eight? units led by a vet pike. Reinforcements from their core?
Inchon 8: Two units led by a vet spear. (Last turn there were two vet spears there.)
Elipolis: A Vet spear showing; what's beneath it is unknown.
Inchon 3-3-2: Four units led by a vet pike.
Do I assume this means we want walls? If Vox had additional immortals in their core that they're only now showing, fighting around Inchon could get nasty, or they may just be trying to retreat around the city. (Or perhaps even to keep both options open, depending on how peace talks go. If it were a pure attack, I would have expected them to put attackers from their core on the hill.)
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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With Vox having a spear (and no telling what else), and with eleven healthy and one injured immortals by Inchon, I'm reluctant to try an end run around Elipolis. Also note that the most we could involve in a landing by Elipolis this turn in terms of offensive forces is a cat, four MedInfs, and an elite WC, and getting that much would require having our galley that dropped off the WCs pick up and re-land troops instead of heading back for reinforcements.
Further, our best odds against Elipolis would come after we get some cats in the area to level its walls and ping down any pikes that make it there a bit. If I felt confident that we could take the city, I'd consider the attack worth it to cut into Vox's production, but as things stand, I don't think the rewards are big enough to be worth the risk.
Last edited by nbarclay on 11-06-2003 at 08:25
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Aeson
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orangesoda
Nov 2001 time: 22:28
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Here's what I think we should do:
Turn 1: Land a Pike, 4 Med Inf, and a WC on E7 this turn. A pillage/diversion force. Everything else stays in Inchon of course.
Turn 2: Move the WC 8, pillage, and cover with the Pike if the tile is open (good chance it will be, as we look threatening to Elipolis). Load the Med Inf into the Galleys, ship another Pike over to load as well, and send those Galleys to BbtS 111. If the tile isn't open, we can either pillage both E7 and E8 if they are open (sacrifice the WC) or load everything back on the Galleys.
Turn 3: Galleys move to Wittlich 1 and drop the 4 Med Inf and the Pike on Wittlich 3/Miller Town 4. If we see Pikes in Wittlich, we could (and probably should) abort before landing. WC moves 8 and pillages if it's open, Pike covers.
Turn 4: WC and Med Inf can attack Miller Town, or Med Inf can attack Wittlich. If Wittlich, WC moves 8 and pillages, Pike covers.
Pillaging the road gives us another turn or two to play around in their core. (they probably have more roads than we can see, but we could detour to take out important roads if necessary) In the case of E78, we could then move 8 again and do the same thing next turn if it's open, buying more time for our four Med Inf.
This is a bit of a gamble that Vox doesn't have much to anything at all (Warriors) defending their core. The odds can't be any worse than if we wait for them to stack up in Elipolis though. It's likely the only way we'll have shots at non-Pike units with our Med Inf, without going through Pikes first... and in size 5 cities to boot. It also gives us the opportunity to deny Vox a chance to trade for Iron.
The other benefit is that Vox will have to send much of it's force further N than Elipolis. Inchon will have time to get our Cats and make a good, slow, safe play for Elipolis.
Last edited by Aeson on 11-06-2003 at 11:57
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:28
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Unfortunately, I'd given up on Vox's coming out to play and moved the elite WCs to Inchon since that seemed like where the action was likely to be.
My biggest concern about going for Wittlich and Millertown is that Vox might pop rush a galley in Wittlich. The idea has to be tempting ito them n an effort to disrupt our delivery of troops by sea. And if a brand-new galley happens to be in the wrong place (which just happens to be the logical place for a Voxian galley to move on its first turn), it could make a landing between those two towns take an extra turn, and then either attack or sit on the tile we'd need to unload from to get the fork. Also, if Vox positions its troops currently at I9 centrally, they could get into Millertown between the time we land and the time we could hit, cutting into our advantage of surprise by quite a bit. (And if a newly built galley spots us, they would have every incentive to reposition some troops farther back.)
To do the landing safely, we'd need five galleys (one for defense), two pikes, four MedInfs, and the two elite WCs. (Using both elites is practical for the Wittlich/Millertown landing, since the WCs would not have to unload the same turn they load for that operation.)
If Vox didn't leave us the apparent opening to attack Dissidentville, I'd say going after Wittlich is definitely a bad idea because it would delay the reinforcements needed for our main attack too much. As things stand, it might be worthwhile, but I'm skeptical. (The difference is that as things stand, we'll probably want our cats for an assault on Dissidentville, after which they can move overland to reinforce Inchon almost as quickly - and far more safely - than we could deliver a main attack force by sea.)
If we do that attack and Vox hits Inchon after all, we'd have eight pikes but no other units to stop them. If their cats get our wall, that could be a bit close for comfort against six healthy vet immortals, five regulars, and a 2/4 wounded vet.
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Aeson
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orangesoda
Nov 2001 time: 22:28
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If we land on E7 this turn we can cut their roads though, and they can't get to Millertown in time to do stop us from taking/razing it. To even counterattack the city the turn after we'd take it (if we take it of course) they have to get through a Pike (and WC) first, and they'd only have 3 Immortals in that first stack to attack with.
It also would give them good reason to keep their stacks moving N, increasing Inchon's safety by quite a bit. It's going to look like we're trying to take Elipolis, and given what we can land, and what they probably have in there, they're going to need their Pikes and Cats to move onto E6 next turn, otherwise they can't hit our stack at all, and can't take back Elipolis for extra turns if we did break through.
If they are going to blow their entire offensive force trying to take Inchon (they would lose most of their Immortals remaining to do so, even if they're lucky), all the better for us... especially if we take their Harbor out in the meantime. We aren't going to have good chances to counterattack as they are pretty well covered by Pikes, so our Med Inf and WC aren't all that useful in there at this point.
If it comes down to it though, I'd trade razing Miller Town and/or Wittlich for having Inchon razed (and most of Vox's offensive capacity killed) anyday. Our success isn't assured in our raid, but we still have very good odds with just 8 Pikes if Vox attacks Inchon.
As for the Galley problem, we could then just land on Wittlich 2.
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vulture
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Leeds, UK
Jun 2001 time: 05:28
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I've done the usual combat odds for the immortals next to our city. I'm assuming their pikes won't attack. For their three catapults, I'm assuming 1 hit (which is slightly optimistic in Vox's favour, but the difference between that and reality is pretty small (IIRC there is an equal prob of a cat attacking population, improvements or defenders, and since they can have no effect on the first two, on average only one cat gets to attack a pike, and is about 50:50 to do damage)).
I have their attack force as 6 veteran immortals and 5 regular (and 2 more regular can arrive next turn, and attack in 2 turns).
With 6 pikes defending:
34% chance of losing the town, 6.2 attackers killed on average, most likely outcome 7 dead immortals, 2 defenders survive
With 7 pikes defending:
11% chance of losing the town, 6.9 attackers killed on average, most likely outcome 7 dead immortals, 3 defenders survive
With 8 pikes defending:
2% chance of losing the town, 7.3 attackers killed on average, most likely outcome 8 dead immortals, 5 defenders survive
With 9 pikes defending:
0.2% chance of losing the town, 7.5 attackers killed on average, most likely outcome 8 dead immortals, 6 defenders survive.
Pike defense value is taken to be 5.25 (fortified, on hill, no town bonus). I'd say that 8 pikes is the minimum we would be happy with in Inchon next turn. I can live with a 2% chance of losing a town, but not a 11% chance (except in an emergency, but if you are willing to take those kinds of risks normally, you'll lose one sooner than you expect).
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