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notyoueither
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of naught
Aug 2001 time: 22:30
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quote: Originally posted by E_T
I'm not being defeatist, just realistic. It's going to be close. Another comparison to Waterloo, is from the winning side. Wellington had remarked, after the battle was won (and Napolian had lost), that "It was a close run thing" one of the closest things that he had seen in his life. THAT is where I'm getting my comparison from.
This battle will be the most decisive battle in the whole war and maybe even the whole game. We should NOT approach this battle lightly, stating that we will simply win (as a few others have recently), but we should fight this battle realizing that, yes we might not win, so that we fight that battle with our brains and then we can win it. The coorlation of forces is such that it could be anyones battle, but it also depends on what they will do between turns.
For when we open the save, before we take our opening shot, we need to be certain that we do what we can, to help insure our victory (except for reloading and playing ahead...), but to support our Consuls and MoW.
E_T |
I understand where you are coming from, E_T, and you are correct that we should not approach this lightly. However, Waterloo is significant as a final defeat after which there is no tomorrow, so perhaps mentioning it would be a bit defeatist, yes?
I would rather say that should things go poorly for us, Wagram would be appropriate; if they go well, then Jena. In either case, the war will be far from over after our next turn. It may be easier for us from there on out, or it may be harder, but this certainly is not the last battle in either case.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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Now that Algalord has been abandoned and their army has no doubt retreated to Catchopolis to heal to prepare for the grande finale it's time that we do so as well. Much of our force needs to heal so that is what we will do.
Our combined forces will prepare at the forest tile 8-8-8 of Catchopolis and heal there for 2 turns. Thus on turn 128 they move to the forest, fortify on 129, heal on 130 and we begin moving again on 131 with the 2nd HP addition. This will give us 17 total MIs all of which but 2 will be at 4/4 or 5/5. In addition to the MIs we will have 6 Horsemen, 7 NMs and 8 Catapults when we march southwards again on 131.
Last edited by Trip on 24-10-2003 at 08:33
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CiverDan
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I have seen comments about them being able to upgrade their spears and such. The good thing for us if that we probably wiped out a decent percentage of their spears in Alagord. I would be shocked if they had more than 3-4 in Catchopolis.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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Things are looking somewhat grim. They got a leader recently, haven't started a wonder pre-build and have recently hooked up iron. We may very well see a 13/13 Pike Army in Catchopolis soon. Each Pike has a defense of 6.75 as long as Catchopolis remains above size 6. They will be hard to deal with.
To march against this we will have 17 MIs, 7 Horsemen, 7 NMs and 8 Catapults. It will likely take 6 MIs to take down the Pike Army alone. Hopefully the Catapults can assist in the siege/capture of Catchopolis. A long, drawn-out siege of Catchopolis probably won't be possible (barring us trying to knock Catchopolis down to size 6 before attacking). They will be able to heal any Cat damage we do and we don't have enough Catapults to inflict enough damage that it won't heal even without a Barracks.
Thus, we will use our Catapults against Catchopolis until we knock it down to size 6 (and Pike defense goes from 6.75 to 5.25). Then we can send in our waves. We may want to try a Horseman or two first (in a GCA move) to try and at least soften the Army up before sending in the MIs. We may get lucky like GCA has been against our NMs.
We resume the march south in 3 turns.
New Updated Plan in post below.
Last edited by Trip on 29-10-2003 at 09:35
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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We will wait 5 turns (starting with the next), then begin marching south again on the 6th. More specifically, our main force will "circle" around to the north for a few turns to stay out of range of GCA Horsemen while the rest of our units assemble at Algalord 1-1.
In this time we will be able to muster 17 MIs, 8 Horsemen, 10 NMs and 12 Catapults (with one rushed in Nevermore next turn), all at full strength. This means we will attack Catchopolis 8 turns from now.
The Catapults can be used to shrink Catchopolis down and maybe hurt the Army a bit. Then the Horsemen can go in and further wear the Army down without us having to risk too many MIs. The MIs will then finish the Pike Army, and whatever other Pikes might be in the city (assuming it takes 2 MIs to kill 1 Pike). We will then have a few MIs left over to hit their offensive forces in the city and then some NMs to attack with as well.
Pikes in a size 7+ Catchopolis have a defense of 6.75. Pikes in a size 6- Catchopolis have a defense of 5.25. That's the difference between a 24% chance of victory and a 35.5% chance of victory for our 4/4 MIs.
Using this scheme we should be successful in capturing or at least gravely weakening Catchopolis to the point where we will be able to capture it the next turn or have them raze it after losing nearly all of the rest of their army.
Last edited by Trip on 29-10-2003 at 10:36
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