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View Full Version : tricky situation part. 2


Hellogoodbye123
01-03-2009, 10:24 PM
Welcome welcome! To my sequel of hard situations, this is an original work, well here I go:

Ok so your the Russians, about to complete the UN in two turns, you have no gold and have just rushed a cannon, which you use to create a army in a city that was culture flipped from a Chinese player, your cannon army has no veterancy, and has a total attack of 18! You also have a militia in that city aswell, the city also has a road connecting to Beijing, and with your militia sees that Beijing only has one tank army, also no veterancy, with an equal defence of 18!

But your enemy the Chinese has a tech win in exactly 3 turns, but your nervous he'll attack your cannons and take over the city which will cancel the UN construction( since you need to keep a hold of the great people, until you win)

Now here's the question, do you take the chance of a 50%-50% battle between your cannons versus his capitals only defence, and lose

Or do you hope he doesn't attack you and safely win a culture victory?

thephenom
01-04-2009, 01:57 AM
hmm do i have a road conected from moscow/any other city to the one i'm building the un in if so i move a archer/pike army into that city move the ranger closer to bejing to get his tanks out of his capital and then i attack while he's out in the open :D

SVPM
01-04-2009, 08:20 AM
But your enemy the Chinese has a tech win in exactly 3 turns, but your nervous he'll attack your cannons and take over the city which will cancel the UN construction( since you need to keep a hold of the great people, until you win)




You could have built the UN anyway, cause once you can start to build it even if you drop below 20 culture points you'll always be able to build it. Same thing with the world bank. Once you've reached 20 000 golds and have been notices by your advisors to build the WB you can rush anything you want.

I would have attacked or wait for him to come near except if there was a forest or a hill near your city. So fun when you have to make that kind of critical decision.
One game I was the american. Started with a great artist. Capture an empty Tripoli with a warrior. The other was an aztec and he rush on Tripoli and take it. I get the 100 gold the next turn and build a city just behind my capitol. Then he comes with the army of horsemen. The hill he wanted to use was between my two cities. Where to put the great artist??? I left it in my new city cause a capitol seems better for an early rusher. He captures the capital then I flip it back the same turn with a veteran horseman army, go get back Tripoli then he quits. I was lucky and sneaky...

derekt75
01-06-2009, 04:12 PM
First of all, isn't SVPM right about not needing the great people after you've already hit 20 culture at some point?

Secondly, if he has a non-veteran tank army (A=30), then that can't overrun a rifleman (D=5), right? So if you rush a rifleman, then his tanks can only kill the rifleman, and then next turn you can rush another rifleman and hope his tanks didn't just become veteran, and he isn't getting reinforcements?

Thirdly, was his tank army not fortified? He's going for tech victory, has launched the spaceship, and only has a single non-veteran, non-fortified tank army in his capital? Doesn't that seem a bit risky? I would guess the tanks are fortified, and they're in a capital, so their defense should be 18+18+9 = 45, right?

Fourthly, I think it's a good bet that he's not going to move the tanks out of his capital. If he tries to take your city, whether he wins or loses, his capital is undefended, so you can just abandon your city, and take his with a single knight or tank, right?

If I'm 3 turns away from a tech victory, I want as many units as I can have fortified in my capital so it would take multiple units to lose my capital. If I saw that you were about to build the UN, I'd also try to throw bomber wings, tank armies, and spy rings after your main production cities, but I wouldn't leave my capital undefended.

I'd let the sleeping dragon lie.

SVPM
01-06-2009, 08:36 PM
Thirdly, was his tank army not fortified? He's going for tech victory, has launched the spaceship, and only has a single non-veteran, non-fortified tank army in his capital? Doesn't that seem a bit risky? I would guess the tanks are fortified, and they're in a capital, so their defense should be 18+18+9 = 45, right?

I'd let the sleeping dragon lie.
The offensive unit (tank, knight, legion...) can't have a fortification bonus only terrain defensive bonus (palace, hill, forest, forteress, great general, wall...), but for the rest I agree with you, it's only a clrification.

Hellogoodbye123
01-07-2009, 09:40 PM
when u lose a point from your cultural points it does cancel the UN, just try it in single player, and give the ia some great person

Also u rushed a cannon to create the army and have a chance to take over his capital since it cancels the tech victory by taking over.

The city has no road connected to the cultured flipped Chinese city

ShowtekGER
01-15-2009, 09:02 AM
You also have a militia in that city aswell, the city also has a road connecting to Beijing, and with your militia sees that Beijing only has one tank army

i've always asked myself if you could locate units and the power of those in your opponents' cities cause everybody seems to be able to do that. maybe this is a noob question but i didn't figure out how to do that yet.

danthechan
01-15-2009, 01:45 PM
no, only of the best defender with a scout nearby. i have always said a spy should be able to reveal that info.

Pedal2Metal
01-18-2009, 12:46 AM
Welcome welcome! To my sequel of hard situations, this is an original work, well here I go:

Ok so your the Russians, about to complete the UN in two turns, you have no gold and have just rushed a cannon, which you use to create a army in a city that was culture flipped from a Chinese player, your cannon army has no veterancy, and has a total attack of 18! You also have a militia in that city aswell, the city also has a road connecting to Beijing, and with your militia sees that Beijing only has one tank army, also no veterancy, with an equal defence of 18!

But your enemy the Chinese has a tech win in exactly 3 turns, but your nervous he'll attack your cannons and take over the city which will cancel the UN construction( since you need to keep a hold of the great people, until you win)

Now here's the question, do you take the chance of a 50%-50% battle between your cannons versus his capitals only defence, and lose

Or do you hope he doesn't attack you and safely win a culture victory?

If your militia can see what he has, this means he is <3 squares away which means he can attack your city with tanks if he so chooses. However, since the tanks don't have veteran upgrade, this means it doesn't have scout so it is likely he doesn't know what is in your city (without other units also being in Bejing). Additionally, the strongest unit he has is the tanks but that doesn't mean it's the only unit so attacking Bejing with 1 cannon army is ill-advised. So the safest best is to build additional defensive unit(s), do NOT create armies with these units, & leave them in the city. In fact, not building a cannon army would have been a better choice. It's often best to NOT build armies until you absolutely need them to give you the greatest flexibility in how to deal with situations just like this (& many others). Anyhow, back to the specifics at hand, these units will provide an "attack buffer" which is all you are looking for given you are 2 turns from a win. Unless the Chinese has other units in Bejing to attack with, you should only need 1 additional defensive unit to guarantee a victory (assuming no other attacks from other sources occur) as you will now have 3 units in the city (cannon army, militia, additional defensive unit) which guarantees a minimum of 3 turns to take the city against 1 attack/turn, even if the attacking force wins each attack each turn. Of course, a spy could foil everything if he takes your GP. :-)

best regards,
eric

Pedal2Metal
01-18-2009, 12:53 AM
If your militia can see what he has, this means he is <3 squares away which means he can attack your city with tanks if he so chooses. However, since the tanks don't have veteran upgrade, this means it doesn't have scout so it is likely he doesn't know what is in your city (without other units also being in Bejing). Additionally, the strongest unit he has is the tanks but that doesn't mean it's the only unit so attacking Bejing with 1 cannon army is ill-advised. So the safest best is to build additional defensive unit(s), do NOT create armies with these units, & leave them in the city. In fact, not building a cannon army would have been a better choice. It's often best to NOT build armies until you absolutely need them to give you the greatest flexibility in how to deal with situations just like this (& many others). Anyhow, back to the specifics at hand, these units will provide an "attack buffer" which is all you are looking for given you are 2 turns from a win. Unless the Chinese has other units in Bejing to attack with, you should only need 1 additional defensive unit to guarantee a victory (assuming no other attacks from other sources occur) as you will now have 3 units in the city (cannon army, militia, additional defensive unit) which guarantees a minimum of 3 turns to take the city against 1 attack/turn, even if the attacking force wins each attack each turn. Of course, a spy could foil everything if he takes your GP. :-)

best regards,
eric


I forgot to add that since you don't have any gold, you can either wait 1 turn to get the gold (assuming he only has 1 attacking force which means you are guaranteed to last at least 1 more turn due to 2 units in city) OR you can consider selling non-critical units elsewhere to fund the additional defensive unit. Anyhow, good thought problem... & I can definitely see how this would be a nervous moment.

best regards,
eric

Pedal2Metal
01-18-2009, 12:55 AM
no, only of the best defender with a scout nearby. i have always said a spy should be able to reveal that info.

I agree. It's ridiculuous a SPY can't reveal this information!

nzgeek
01-18-2009, 01:35 PM
So the safest best is to build additional defensive unit(s), do NOT create armies with these units, & leave them in the city.
This assumes that your defensive units are strong enough not to get overrun. A bunch of single archers won't help much against tank armies. Then again, if you've only got archers vs the enemy tanks, you're pretty much dead anyway...

Pedal2Metal
01-21-2009, 04:39 PM
This assumes that your defensive units are strong enough not to get overrun. A bunch of single archers won't help much against tank armies. Then again, if you've only got archers vs the enemy tanks, you're pretty much dead anyway...

True on all counts. It's definitely a gamble but it's the best I could think of.

best regards,
eric