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Thread: Turks Blitz: 106 provinces / 21 turns

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  1. #1
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Turks Blitz: 106 provinces / 21 turns

    Dang, that's some crazy blitzing, Grog. Congratulations!
    "MTW is not a game, it's a way of life." -- drone

  2. #2
    Member Member TheDruid's Avatar
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    Default Re: Turks Blitz: 106 provinces / 21 turns

    lol yesterday i was searching for ATPG's posts about the turks blitz.
    couldnt find it though.
    anyway : how can you go to constantinople and others in jihad for antioch??
    Dont those mercenaries rebel?
    and how do you keep those cities calm ?
    oh and grats

  3. #3

    Default Re: Turks Blitz: 106 provinces / 21 turns

    Quote Originally Posted by TheDruid View Post
    lol yesterday i was searching for ATPG's posts about the turks blitz.
    couldnt find it though.
    anyway : how can you go to constantinople and others in jihad for antioch??
    Dont those mercenaries rebel?
    and how do you keep those cities calm ?
    oh and grats
    You can move any direction for the first 10 turns of any Jihad, just leave/join once each turn with each general led stack. After 10 turns you lose troops etc.

    Mercs don't rebel, as they are only recruited into general-led stacks. Use captains to attack AI stacks open field to spawn more generals.

    Cities are kept calm in a number of ways.

    If it is a small city, smash it in and convert to motte+bailey. leave it empty or with heavily depleted unit. Build barracks next turn. Make peasant next Turn. job done, it won't rebel in the 2 turns before your peasant garrison is made.

    For larger cities that you cannot convert to castles:
    Sack, repair, build church/mosque. All troops leave city, general leaves crusade. Move 1 unit back into city. rejoin crusade/jihad. 90% of these won't rebel, and city is usually under control/garrison available before holy disbanded troops rebel. Don't be afraid to leave castles empty. Also, generally doesnt matter if stuff does rebel as its more sacking income for wave 2/3. riots everywhere are fairly commonplace, overall glory bonus from unbrideled blitzing usually stops outright rebellions..

    Last edited by Grog; 09-25-2008 at 19:29.

  4. #4
    Banned Kadagar_AV's Avatar
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    Default Re: Turks Blitz: 106 provinces / 21 turns

    Why the turks though?

    Wouldnt hungary or HRE have a better starting position? Even the Bys?

  5. #5
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: Turks Blitz: 106 provinces / 21 turns

    Quote Originally Posted by Kadagar_AV View Post
    Why the turks though?

    Wouldnt hungary or HRE have a better starting position? Even the Bys?
    The success of this uber-blitz strategy depends on the exploiting of the jihad / crusade mechanic in the way that Grog describes above. The sooner you can jihad / crusade, and therefore spend ten turns expanding in all directions with free troops, the quicker your time will be.

    Only the Islamic factions can call a jihad / crusade on turn one.

    Turkey is the best placed of the three, according to current blitz theory...

    EDIT: And congratulations Grog! A frightening display of super-efficient blitzing. Still more terrifying is your claim that you could have been 'more efficient'. Chilling indeed...
    Last edited by phonicsmonkey; 09-26-2008 at 07:22.
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  6. #6
    Banned Kadagar_AV's Avatar
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    Default Re: Turks Blitz: 106 provinces / 21 turns

    Ah, thanks for the clarification, that makes sence indeed:)

    Still more terrifying is your claim that you could have been 'more efficient'. Chilling indeed...
    I think he left that in to mess with the other OCD-characters on these boards...

  7. #7

    Default Re: Turks Blitz: 106 provinces / 21 turns

    not a big fan of blitzing.
    but that is pretty sick.
    game over in 21 turns.

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