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  1. #1
    KittySN's Avatar Senator
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    Icon6 Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    So I finally got around to revising this, and I realized the last guide was way too elementary. Thus behold, a more tactical and bloody approach, not for the faint of heart or the novice! This guide will extend your empire by 5 provinces in 7 turns, including Mediolanum, Syracusa, Taras, Darantasia and Lilybeon. Starting turn 8, you will have a strong economy and all 3 starting legions preparing to crush Gaul.

    GAME SAVES
    - Played on VH/VH, Manage All Provinces and No Battle Timer.
    - Save files are attached to this post by turn, at the end of each turn.

    PERSONAL HOUSE RULES
    - Use the SPQR mod house rules. The garrison script didn't always work for me, but that's probably because I saved and loaded almost every turn, and that has been noted to cause issues. I can't always play multiple turns every session of play! In all honesty, I couldn't see the extra blob of mediocre defense slowing me down much anyways! (I was looking forward to it for more experience bonuses anyways!)
    - Never lose or draw a battle. This includes those on the battle/campaign map, retreats from superior forces and naval conflicts. Maintain your perfect record. World domination is exactly that: domination. A loss indicates your lack of preparation and failure as a commander. Instant game over! You're dead!
    - None of your Roman starting provinces shall ever have walls. What's wrong, can't you defend your starting territory properly?
    - During an assault on a province, you must annihilate or rout the entire enemy. None of that capture the square stuff. Hostile settlements don’t switch loyalties after 3 minutes unless there’s no opposition.
    - Keep casualties at a minimum. I think everyone tries to do this, but I usually aim to keep it 0. It takes a lot of bait/tackle tactics during sieges, but it’s a fun challenge. On an open field though, yeah, this is frequently impossible with large armies.
    - Never adopt generals into the family. Continue the family bloodline with only one name. Girls are permitted to marry, even though I never do it.
    - Never lose a family member in battle. Keep the family tree colorful. Normal generals are expendable.
    - Construct in a consistent order. You'll notice that all my settlements went through a certain process. I would think trade and basic religion would come before advanced military structures. Exceptions could be population based structures.
    - Never disband a cohort. If you lose something, it has to be completely lost in battle or be merged into a similar cohort. Make use of the cohorts you have before recruiting more. An exception to this rule would be Peasants. This forces me to be more resourceful and strategic with what cohorts I have.


    TACTICAL MOVEMENT OUTLINE

    Pink: Vibius
    Blue: Lucius

    Brown: Flavius

    Green: Quintus




    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 1

    5000 denarii

    POSITIONS
    - The 5 Hastati, 2 Velites and 2 Slingers will depart Vibius's legion to defend Genua because they can reach it next turn.
    - Lucius will now assume command of the rest of Vibius's legion because of his increased movement so merge them north of Arretium.
    - Vibius meets with Lucius on his way to Genua and accepts an ancillary since he'll soon be in settlements rich with profits.
    - The 5 Hastati, 2 Velites and 2 Slingers in Arretium and Arminium merge, and move to merge, with Lucius's legion.
    - A Town Guard, Velite and Slinger should move from Asculum towards Paestum. They're doing nothing for you here.
    - Sail your eastern fleet southeast to round Italy and merge with the western fleet.
    - Sail your western fleet east towards Paestum to accept Quintus's legion.
    - Quintus will swap legions with Flavius. Move his legion into the positioned eastern fleet.
    - Before boarding, Flavius will give up his ancillary to Quintus.
    - Flavius and his new legion will sail southeast between Messana and Reghion.
    - Quintus will rest in Paestum to earn a few extra denarii while his new legion moves southeast from Capua to join him.
    - The 4 Town Guards from Paestum should move to Beneventum, and the 4 Town Guards there should move to Capua. Finally, the Velite and Slinger in Beneventum should move into Paestum.

    CONSTRUCTION
    - Mines: Arretium, Reghion.

    OTHER
    - Taxes in all settlements should be set to Very High.







    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 2
    1026 denarii

    POSITIONS
    - An army of Gaul should have moved south northeast of Lucius's legion. Merge the Velite and Slinger nearby and engage them. Then move further north.
    - Add Vibius plus the 5 Hastati, 2 Velites and 2 Slingers into Genua's garrison.
    - Move the Town Guard, Velite and Slinger closer to Paestum.
    - Split Quintus's new legion sending the Velites, Slingers, Princepes and Triarii to Benevenum, then send the rest to Paestum.
    - The eastern fleet should round the stiletto heel of Italy, still moving to merge.
    - The western fleet should let Flavius's legion off near Reghion and he should now replace the garrison. Leave out your Equites in the southwest to entice Hannibal.
    - Reghion's old garrison should sail towards Messana and double the garrison.
    - Leave your western fleet near Reghion.

    CONSTRUCTION
    - Port: Genua.

    ENDTURN
    - Gaul will attack Genua.
    - Greece will attack Messana.



    ATTACKING GAUL

    Spoiler Alert, click show to read: 
    ATTACKING GAUL










    GAUL ASSAULTS GENUA
    Spoiler Alert, click show to read: 
    GAUL ASSAULTS GENUA



    GREECE ASSAULTS MESSANA
    Spoiler Alert, click show to read: 
    GREECE ASSAULTS MESSANA





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    Turn 3
    10519 denarii

    POSITIONS
    - Lucius can now move to siege Mediolanum.
    - Recruit Hastati with modesty in your threatened regions to improve the garrisons.
    - The Town Guard, Velite and Slinger near Paestum can merge with the Quintus and the garrison.
    - Sail the Princepes and Triarii across to Messana to defend against Theages, just in case he elects to attack.
    - The Equites can now rejoin Flavius in Reghion.
    - The eastern and western fleets can now merge near the toe of Italy.

    CONSTRUCTION
    - Shrine: Genua.
    - Ports: All Others.

    RECRUITMENT
    - Retrain: Genua, Messana.
    - 2 Hastati: Arminium, Paestum.
    - 5 Hastati: Reghion.

    ENDTURN
    - Carthage will attack Paestum and Reghion, and may attack Messana.







    CARTHAGE ASSAULTS REGHION
    Spoiler Alert, click show to read: 
    CARTHAGE ASSAULTS REGHION



    CARTHAGE ASSAULTS PAESTUM
    Spoiler Alert, click show to read: 
    CARTHAGE ASSAULTS PAESTUM





    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 4
    11366 denarii

    POSITIONS
    - Lucius can attack and capture Mediolanum. Hopefully a garrison will spawn to make it a little fun, unlike in my swifty annihilation.
    - Immediately after capturing Mediolanum, the Equites, Princepes and Triarii in Lucius's legion should travel west towards Darantasia.
    - Merge Vibius and 5 Hastati, 2 Velites and 2 Slingers from Genua with this detachment from Mediolanum to reform a legion.
    - Recruit Hastati in Genua to aid Vibius and Town Guards in Paestum and Reghion to replace Quintus and Flavius departing.
    - Quintus and the garrisons from Beneventium and Paestum, with exception of town guards, can now move towards Taras.
    - Flavius's legion can now merge again while sailing to siege Syracusa. Extra Hastati may remain in Messana again to defend against Theages if he attacks.
    - Return your fleet to Reghion's new port to protect it from your enemies.

    CONSTRUCTION
    - Roads: Genua.
    - Barracks: Mediolanum.
    - Shrines: All Others.

    RECRUITMENT
    - 9 Hastati: Genua.
    - 2 Town Guard: Paestum.
    - 4 Town Guard: Reghion.

    OTHER
    - Adjust taxes as necessary in Mediolanum.

    ENDTURN
    - Gaul will siege Mediolanum.

    ASSAULTING MEDIOLANUM
    Spoiler Alert, click show to read: 
    ASSAULTING MEDIOLANUM












    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 5
    15922 denarii

    POSITIONS
    - Assault and capture Syracusa with Flavius. Then continue on towards Lilybeon.
    - Move 6 Town Guards into Syracusa from Messana as a garrison.
    - Vibius should hire some mercenaries to aid with the sally from Mediolanum. Move them back and engage Gaul with Lucius, then disband them.
    - Vibius and his legion should continue towards Darantasia with an aid of 9 Hastati, Velite and Slinger from Genua. There is no danger of leaving Genua with a small garrison at this point.
    - Quintus should create a legion again prior to laying siege to Taras. The rest can stand by to aid him.
    - Theages may still attack Messana, but your skills should prevail!

    CONSTRUCTION
    - Range: Genua.
    - Barracks: Mediolanum.
    - Port: Syracusa.
    - Roads: All Others.

    RECRUITMENT
    - Tribune: Syracusa.

    OTHER
    - Adjust taxes as necessary in Mediolanum and Syracusa.

    ASSAULTING SYRACUSA
    Spoiler Alert, click show to read: 
    ASSAULTING SYRACUSA






    SALLY AGAINST GAUL
    Spoiler Alert, click show to read: 
    SALLY AGAINST GAUL









    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 6
    14446 denarii

    POSITIONS
    - Quintus should assault and capture Taras, then move north immediately after to aid with the war against Gaul. The small army nearby can garrison Taras.
    - There was a large army of Carthage near Flavius, so engage and destroy them, then move on to siege Lilybeon.
    - Theages might be near Messana, but you should no longer be concerned seeing as you just destroyed most of his army and he has no resources to poll from.
    - Vibius can lay siege to Darantasia with the aid in tow.
    - Build up a small garrison to defend Genua from Gaul if need be, and recruit some Hastati in Mediolanum now that the Barracks are complete.

    CONSTRUCTION
    - Farms: Genua.
    - Shrine: Syracusa, Mediolanum.
    - Port: Taras.
    - Range: All Others.

    RECRUITMENT
    - 2 Velites, 2 Slingers: Genua.
    - 4 Hastati: Mediolanum.

    OTHER
    - Adjust taxes as necessary in Mediolanum, Taras and Syracusa.

    ASSAULTING TARAS
    Spoiler Alert, click show to read: 
    ASSAULTING TARAS










    ATTACKING CARTHAGE
    Spoiler Alert, click show to read: 
    ATTACKING CARTHAGE





    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 7
    18858 denarii

    POSITIONS
    - Assault and capture Darantasia with Vibius and Lilybeon with Flavius.
    - The aid to Vibius should circle to the woods northeast of Darantasia to hide.
    - Theages was near Lilybeon so Flavius removed his presence, then returned to Lilybeon to finally retrain.
    - Quintus should continue his journey north, putting him near Asculum so far.
    - With Quintus approaching from the south, Lucius moved to garrison Genua.
    - Improve the garrisons in Genua and Arminium with some additions.
    - Move the fleet to Messana's port. Flavius's legion will move towards it next turn and with the 4 Hastati in Messana, merge as a legion to start sailing north and oppressing Gaul.

    CONSTRUCTION
    - Trader: Genua.
    - Range: Syracusa.
    - Port: Lilybeon.
    - Shrine: Taras.
    - Govenor's Palace: Mediolanum, Darantasia.
    - Farms: All Others.

    RECRUITMENT

    - Retrain: Lilybeon.
    - 1 Slinger: Genua.
    - 2 Velites, 2 Slingers: Arminium.

    OTHER
    Adjust taxes as necessary in all captured settlements.

    ASSAULTING DARANTASIA
    Spoiler Alert, click show to read: 
    ASSAULTING DARANTASIA



    ASSAULTING LILYBEON
    Spoiler Alert, click show to read: 
    ASSAULTING LILYBEON




    ATTACKING CARTHAGE
    Spoiler Alert, click show to read: 
    ATTACKING CARTHAGE












    (}~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~0~<><><><><>~{)
    Turn 8 AND BEYOND!
    27066 denarii

    POSITIONS
    - After some modest preparation, sweep all 3 legions around up through Italy towards the Iberian Penninsula. The general plan is to arc around and slowly overtake Carthage while weakening Gaul.



    One again, I may update this later when I'm bored with additional information, namely battle tactics.

    Thanks for reading!

    Last edited by KittySN; March 29, 2009 at 03:52 AM. Reason: Completely Revised

  2. #2
    Civis
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic

    Wow, nice tactics. Quite far from what I have done during these first crucial turns...

    The picture showing the dead elephants all around the square when defending Reghion is pretty impressive! Should have been a hell of a fight!
    I don't think I would like to fight elephants when defending a town. Never happened to me in my campaign yet, and hope I will never have to...

    Really good work with this guide! Two thumbs up !

  3. #3

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic

    very interesting! different! +rep (when I have spread some)

    pls do not wait too long until you get "bored" again - want to see more!

  4. #4
    cnaeus's Avatar Centenarius
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic

    basicly what you do is massing up ammounts of infantry and missile units in dangered cities and after surviving the attack you just counter, right?? thats actually my main tactic to start my campaign too.+rep

    cnaeus,

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  5. #5
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic

    Interesting guide.
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  6. #6

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic

    +1 Reppy pour vous.

  7. #7
    KittySN's Avatar Senator
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Completely revised.

  8. #8

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    This is very good!

    There is only one but important thing I would change if I were you, M/M instead of VH/VH. VH/VH might work the first turns but not in the long term.

    + rep anyway of course.
    Last edited by S u l l a; March 29, 2009 at 03:38 AM.

  9. #9
    KittySN's Avatar Senator
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Quote Originally Posted by S u l l a View Post
    This is very good!

    There is only one but important thing I would change if I were you, M/M instead of VH/VH. VH/VH might work the first turns but not in the long term.

    + rep anyway of course.
    We'll see how it goes...

    I have to see it to believe it.

  10. #10

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Your call at the end of the day - your guide

    When the empire expands, if you do not rush the AI by blitzing, then VH/VH does not make sense for playing according to the houserules.

    Illustration (see last picture):
    http://www.twcenter.net/forums/showt...23#post4297123

    Moreover, in the beginning, you do not face the germanic hordes as well as some other tough factions ...

    Be careful, VH/VH might give some effects that are not suitable for a good game according to houserules. I am not sure about the specific effect that comes along that setting ...

  11. #11
    KittySN's Avatar Senator
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Here's looking forward to it!

    I'm tempted to take up some defensive postures and see what Germania does! I love defensive battles. (And I'd probably gobble up those river crossings first in your picture and let them diminish themselves a little while pressing on east, but you've probably worked that problem out already.)

  12. #12

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Germanic hordes (coming stronger at you than the Gauls) - take Tergeste and you will see for yourself

    http://www.twcenter.net/forums/showt...99#post4084899

    http://www.twcenter.net/forums/showt...00#post4104900

    Oh, and by the way, the Germanic armies are manageable in the beginning. After a while though, they change both army composition and battle tactics ...
    Last edited by S u l l a; March 29, 2009 at 04:47 AM.

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    KittySN's Avatar Senator
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Still looking forward to it. Gauls are a bunch of wussies! They ran before I could even get my legion out the gates!


  14. #14

    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    LOL, same here, I also like the challenge. That is why I normally take Tergeste (besides the huge income).

    I make sure I got the logistics in place for defending Tergeste agaist the Germans though. A couple of legions working together, replacing each other from time to time. Two ships doing shuttle service with recruits from Arminium. Try to pick up some archers and light mercenary cavalry also. It is quite a challenge defending Tergeste without advancing forward for some years

    Beware of the change in army composition and battle tactics after some time. The Germanic AI is more clever than the Gallic AI ... they can very well place one (or even two!) armies just next to your army, and thereafter attack with a third. Happened to me several times. Another thing, when they rout, make sure you kill as many as you can because they emerge quite fast and come together with fresh armies ...

    Oh, and btw, you need 1 or 2 assasins placed there. German teams of assasins will try to eliminate your generals. Place a spy with each general.
    Last edited by S u l l a; March 29, 2009 at 02:07 PM.

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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Quote Originally Posted by S u l l a View Post
    Oh, and btw, you need 1 or 2 assasins placed there. German teams of assasins will try to eliminate your generals. Place a spy with each general.
    annoyingly this happened to me almost continuously outside genoa by the gauls - let alone the germans in my last campaign

  16. #16
    Civis
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Quote Originally Posted by KittySN View Post
    Gauls are a bunch of wussies! They ran before I could even get my legion out the gates!

    Spoiler Alert, click show to read: 
    That is because their general had such an horrible name. He feared your troops would make fun of him....
    Into my SQPR 8.0 campaign....

  17. #17
    withfriend2's Avatar Tiro
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Hmm, nice guide, + rep. But is she able to defend her town centers so well without losing that many troops. I suck at defending mine. What am i doing wrong?

  18. #18
    czePowerslave's Avatar Primicerius
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Just to notice - the VH/VH thing have been discussed and I believe it is kinda bugged later in game or smth similar. Not to mention it does only really improve some minor things and there isnt that much of an extra challenge coming from the difficulty.
    Tho later on, ill check this guide.

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  19. #19
    Hesus de bodemloze's Avatar The Gaul
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Well i just noticed he fights a lot of battles on town squares, if your playing with the house rules you will see that it is against them to fight in towns squares.
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  20. #20
    KittySN's Avatar Senator
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    Default Re: Lucky Seven Guide: Alternate Approach to Establishing a Republic (REVISED)

    Quote Originally Posted by Hesus de bodemloze View Post
    Well i just noticed he fights a lot of battles on town squares, if your playing with the house rules you will see that it is against them to fight in towns squares.
    True... if you're defending walls.

    I elect not to construct walls in original Roman settlements for diversity in gameplay and a little added challenge.

    And you're partly right. The more important reason is to choke the enemy army and get them hemmed. Against a superior force it's nonsense to attack head on. Rarely does one of my units rout outside the square because of this choke (only if I do something really stupid) and I know this because I've defended other areas of the town experimentally. Their numbers are worthless. Basic Sun Tzu. But the enemy attacks from multiple streets after setting foot in the province, thus the most logical area to defend is around the square (your forces are under a single command). If you can rout the first units that approach in a column after killing the general and set the elephants amok (if applicable), you can ride the rout all the way to the end with a precisely timed cavalry/bodyguard initiative, easily killing 3/4 of the army, and since you're fighting in the streets you get mass casualties because they're cramped together. If you wait, the general will work up to the front lines eventually, or you can carefully march out a single cohort of Town Guard from a side road and wax his tail as his troops are approaching! It's just a basic observation of the attacks and some simple counter tactics, but I'm sure all of you already knew this!

    Looking forward to playing some SPQR again in a month. Still traveling Europe. Can't wait to try out some of those new units Sulla worked out! Cheers!
    Last edited by KittySN; August 17, 2009 at 05:56 AM.

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