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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:30
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quote: Originally posted by cavebear
Yes, and if the Musketeers are vets, it's even worse. |
Agreed.
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I think we need to establish a city near Washington and pack it with at least 6 Dips (as a capital city, it probably has considerable infrastructure) to assure knocking down the walls. If we just built a fortress, we could lose too many units in one blow. That city should be located so that Diplomats can reach Washington in one turn. |
I'm not sure what you mean - if we build a fortress, we won't lose a lot of units in 1 blow, that's the point of fortresses. A couple of preworked Settlers - or even one preworked Settler - could build a fort in a turn, right next to Washington. Then, we put in a couple of Musketeers for defense, and leisurely fill the fort up with attack units.
The other thing with a fortress right next to Washington is that we can put 1-move units in it (Catapults, Cannon perhaps?) and they won't expend any move points prior to attacking. Vet Cats are a lot more effective than vet Crooks (9 att vs 7 att).
And finally... units stacked in a fortress can't be bribed. I'd be very worried about building a city near Wash. and having it bribed away, filled with units I'm worried about our cities near America being bribed, as it is.
quote: It will be very difficult fielding an army of 12-15 Crusaders and 6 Diplomats, and we could well need that many even with the walls down. Even just fortified, Musketeers on river will be hard to kill.
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Yes... the walls will have to come down. But we have to be careful that we don't raze the city with the wonder in it! 
Not to be a broken record, but having the fortress right next to the city will allow slightly wounded Crooks to attack twice... so that could be an advantage.
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Can we do this? If we succeed, it would seriously improve our situation, upgrading our own forces and stopping further upgrades for the Americans. Failing, the effort will have cost us so much that we will be in real trouble.
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Yup... a real Barbarossa (the 1941 one, I mean) 
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Six Thousand Year Old Man
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Ad Rock
Aug 2000 time: 00:30
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quote: Originally posted by MrWhereItsAt
So would someone explain to me how EXACTLY we would set up this fortress next to Washington? Having the exisitng one two tiles away is a great help. I suppose we would stack a defender or two in that fortress (having at least two travel together to get there first up so as to avoid bribery). Then we would get a settler(s) there and more units. Then how would we do this - as soon as we move the settlers next to Washington they are vulnerable to attack, and even more, if we move other units with them we risk losing the whole lot to an attack whilst the fortress is being built.
This seems rather tricky, even putting aside the issue of how many attackers to use. Can anyone explain this?
I have rarely seen the AI put units in those fortresses next to their cities, but what if we find a Musket there? |
We'd set up the fortress by using preworked Settler(s). Basically, the trick is to start a Settler doing something (like irrigating) and stop him from finishing 1 turn before he's done. The work that he's already completed is stored 'inside' that Settler. If, for example, you moved him to a grassland tile and chose 'irrigate' again, he'd finish in 1 turn, rather than the usual 5. Any other tasks would get a similar head start.
So, we prework a Settler or 2, move them along to Washington, and bang, instant fort in 1 turn (luckily, there's a river there, so we can still choose the build fortification option before running out of movement points).
If we find a Musketeer in one of the forts, I'd suggest putting a Musketeer on good defensive terrain next to him - perhaps the AI defender will attack and die? Otherwise, build our own fort nearby with the preworked Settler, and then 'charge' the Settler again by selecting irrigate or something...
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