GOTM9 - The Climatic Battle for Kyoto

GOTM9 Index



The Japan Campaign
- Introduction
- Planning
- Military orders
- Initial engagements
- Far off landing
- Coastal thrust
- Main advance
- Inland sea
- Consolidate the opening
- Secure the horses
- Western port
- Moving inland
- Battle before Edo
- Combat tables
- Yokohama and Nara
- Osaka
- Kyoto’s fate
- The gambit
- The battle
- Combat tables
- Mopping up


List of updates to this article


Items below this point
are maintained seperately
from the Japan Campaign files
and may not always available.

Known Bugs and Glitches

- The Corona Bug
- The Scared2Death Bug


In the big, picture this battle was just a slugfest without a great deal of tactical thought beyond some basic unit selection. All of the real strategy in this battle was involved in the moves to bring the units into position before the first stroke of the battle.

The narrative of the battle on this page is accompanied by detailed combat event tables on a separate page. Combat tables are very interesting because they clearly illustrate some of the statistical outcome processes that are used to determine the success or failure of various unit attacks in the Civ3 system.

That lucky archer bastard
The contest began with a last ditched attack out from under the protective cover of Kyoto by a veteran archer. What was so amazing about this attack is not that it occurred, but the fact that Kyoto contained a number of catapults and none of the catapults were fired to support the attack. A human player would have blasted the oncoming enemy forces to help reduce their strength and potentially blunt the attack. Instead the Japanese archer was the only counterattack move.

The attacking stack on the west side of Kyoto was defended by an elite swordsman, but this unit represented the weaker defender when compared to the elite spearman who stood behind a river as the strongest defender of the eastern stack.

The archer attacked the elite swordsman and won an amazing sequence of five strokes without taking a single hit and then retreated back into the fortified town. After that freaky result I was determined to kill him and hang his skin from our flag pole.

Final order of battle for the attack forces
Following the loss of the elite swordsman, the Egyptian attack still contained a reasonable number of units:

Western (wines) Stack

Eastern (coastal) Stack

Vet Spearman 4/4

Elite Spearman 5/5

Vet Swordsman 4/4

Vet Swordsman 4/4

Regular Spearman 3/3

Elite War Chariot 5/5

Elite War Chariot 5/5

Vet War Chariot 4/4

Vet Horseman 4/4

Vet War Chariot 4/4

Vet Horseman 4/4

Vet War Chariot 4/4

Vet War Chariot 4/4 in Army

Regular War Chariot 3/3

Vet War Chariot 4/4

Regular War Chariot 3/3

Regular War Chariot 3/3

Regular War Chariot 3/3

 

In total, the attack force included 15 attack units against an anticipated defender force of 4 or 5 units plus catapults.

The Army decision
Right, wrong, or indifferent; I made the decision not to load the available army full to capacity with horsemen and war chariots because that would have locked the units out from six key abilities that I felt would be critical in the progress of this game.

1.       I have not in the past observed armies that would retreat from combat rather than fight to the death and this problem concerned me in this example. I had factored the retreat ability into the combat plan.

2.       The inability to upgrade units in an army would mean that these any units loaded into the army would be forever locked into their current combat ability.

3.       When this battle was over and Japan was finally subdued, I would need to load the army into some form of transport to deliver it to any continent where it could be of use. At this time in development of the tech tree, we only had galleys and could only transport an army with one unit loaded inside. We were still at least 40 or 50 turns away from having a galleon that could transport a full army with three units loaded.

4.       The healing rate of the army would be lower than the healing rate of the same units individually and I needed the units to heal quickly so they could return to the battle as soon as possible after Kyoto was taken.

5.       If I loaded three units into the army, I would be able to attack twice instead of three times and then the units would not be able to enter the captured city to help quell any resistors and avoid any counterattacks. This might leave the army exposed to being destroyed even after the battle was concluded as a win or a loss. If I only attacked once with the army to preserve its final movement ability, then I would have traded three attack moves for just one.

6.       If I loaded elite units into the army, then they could not produce any Great Leaders and we were desperate to get one more Great Leader before Japan was totally defeated so that we could rush the Forbidden Palace to make the captured territory into a productive zone.

7.       … and finally – Even with three war chariots loaded into the army there would be still be a strong chance that the army would be defeated. The spearmen defending Kyoto would have the basic 10% terrain bonus plus the 25% fortified defender bonus plus the 50% bonus for a city of pop nine. This total defense value of at least 3.70 would compare to the 2.00 attack strength to give our army only a 35% (or one third) chance of winning each stroke. I also factored in the planned loss of one hit point to a catapult because the army would have to attack first in order to be of value against the strongest defender. If we attacked with a 10 hit point army, then the probably trading of strokes with a veteran Japanese spearman would proceed as Cat-x-x-Win-x-x-Win-x-x-Win-x-x-Win which would kill the spearman with only one hit point left in the army. If the army lost just one extra hit point out of sequence then it would be destroyed.

All these factors combined to lead me to only plan to use the army as a reserve attacker to finish off one of the weakened defenders.

In the big game picture, this was probably the correct decision but it did potentially result in a higher casualty count and some very tense moments in the battle.

Attacking in waves
The actual attack proceeded by using the inland forces to attack first because these units could be further reinforced by an additional wave of attackers that had now healed in the town of OsakaThe first four attacks by veteran units revealed that we were facing four spearmen defenders and three catapults (plus the archer that still laid hiding). None of these four attacks resulted in a defender kill and two of the attackers died while reducing the defender strengths from 14 points down to 8. All of the catapult artillery free shots had now been disarmed and eleven (11) attack units remained against the defender force of five (5) units.

The best defender was now a regular spearman with all the other spearmen reduced to 2 hit point yellow status, so I selected the veteran swordsman from the coastal force to attack across the river and try to reduce or defeat the 3 hit point spearman. This swordsman bravely died after reducing the spearman to redline 1 in 3 status. The redlined spearman ducked down behind his yellow lined veteran buddy who now rose back to the defensive front.

The risk at this point increased by a factor, because if a defender would win more than one defensive battle in the same turn then it would stand a very high chance of being promoted to the next experience level and gaining one hit point. It was possible to attack a defender in this “already one victory” condition and actually lose ground by having the defender end up stronger than it was at the start of that round of attack.

The next three attacks by war chariots were very expensive because all three chariots lost the coin toss decision to fight to the death or retreat and only succeeded in redlining the defender spearmen. The fourth attacking chariot in this wave killed the archer who had now risen as the strongest defender and that indicated that the defending force had been severely weakened. Our attack force had seven (7) full strength attack units remaining to deal with the four (4) wounded or redlined spearman.

Two more chariot attacks killed two of the spearmen before a third chariot retreated and gave a promotion to one of the final spearmen. We were left with four (4) full strength attackers plus full strength spearmen to reduce the final defenders.

The lone chariot in the army attacked and destroyed its spearman opponent and also earned a promotion to elite status. Technically this chariot could still attack a second time, but this was not necessary and may have left the unit exposed after the other units advanced. The final attack chariot destroyed the last spearman and captured the city of Kyoto to much fanfare and massive fireworks.

Consolidating and cleaning up the debris of battle
Every attack leaves a major battlefield mess that needs to be cleaned up and successful attacks incur the added risk of having to deal with the population of the captured city. One of the first priorities in this case was to use two of the captured catapults to pound the remaining Japanese archer into a redlined pulp and then to finish him off with one of the reserve war chariots.

In total, the attack on Kyoto had lost seven (7) attack units (including the swordsman that was defeated by the archer during the approach). The Japanese defenders lost four (4) spearmen, a total of three (3) archers, three (3) captured catapults and their capital city.

Five of the attacking units that had been used in the battle were heavily wounded from combat and in total we could move all these units plus the undamaged defenders and reserves into the city for a garrison of fifteen units to quell resistance from the citizen population.

The battle was costly but in the end we suffered fewer total casualties than our enemies even though we took more hit points of damage.

To the west and south, our units that had captured Yokohama, Nara and Osaka had now begun to heal and could press forward with the mopping up campaign to finalize the extinction of the Japanese civilization.

The next major sequence of moves was -

Finishing off the remaining Japanese towns

Other related topics:
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GOTM9 Index



The Japan Campaign
- Introduction
- Planning
- Military orders
- Initial engagements
- Far off landing
- Coastal thrust
- Main advance
- Inland sea
- Consolidate the opening
- Secure the horses
- Western port
- Moving inland
- Battle before Edo
- Combat tables
- Yokohama and Nara
- Osaka
- Kyoto’s fate
- The gambit
- The battle
- Combat tables
- Mopping up


List of updates to this article


Items below this point
are maintained seperately
from the Japan Campaign files
and may not always available.

Known Bugs and Glitches

- The Corona Bug
- The Scared2Death Bug


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This page was last updated on: August 10, 2002