Announcement

Collapse
No announcement yet.

Turn 93, 710 BC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • We're exactly ten shields from getting the barracks, and our net production is exactly ten shields. No dice there.

    If the spear goes on the unroaded tile, he's out of our swordsmen's range. The swordsmen are in Tempest and can reach both mined grasslands if the spearman tries to pillage but can't get to the unimproved one. That possible move is my original main reason for wanting to keep Monsoon looking like we intend to defend it.

    Comment


    • If we move our Warrior 2, and Monsoon's Spear onto the other mine we guarantee (or close to it) that they can't cut off our production tiles. We can move the spear back into Monsoon the next turn if they move 4, and cover up the forest with one of our Swords (should still be able to get back to Arashi before it's needed).

      That will just delay their Spear (unless we want to hit it with the WC), but it might give us some extra insight as to where they are headed.

      Comment


      • Where would the WC in Olibanum Gale go to? I thought he went to Arashi, so he could at least get to the spear next turn.

        If you have exactly 10 shields left (so no rushing), could you move to work another forest, or are you using both of them, and the hill goes to Tempest? If you have a forest left, move one of the grass workers on there, and move the warrior onto the other grass, and the spear won't cost us any production. He won't attack the warrior.

        He might try to pillage even without being lured to Monsoon...

        DeepO

        Comment


        • Good thought, DeepO. I can guarantee barracks completion irrespective of what Vox does by running a one-food-per-turn deficit (just took some minor reshuffling in Tempest to free up a hill), and that's the right move whether we leave Monsoon open or not.

          Actually, if we really want to play games with Vox, we can leave Monsoon open this turn and then move a spear back in the next.

          In conjunction with this, we need to decide what to do with Hack. If we move him onto the unimproved grassland, that would force Vox to either attack him or move into striking range, but I'm not sure I like the idea of letting a veteran spear attack a regular potential medieval infantry.The other option would be to leave Hack where he is this turn and hope Vox lets us take out their vet spearman next turn.

          , that would force the spear into striking range

          Comment


          • The mod is very nice at first, but gets annoying after a while, from the comments I read, it works very well for things as plains and stuff, since there on the map the whole time.
            -
            Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
            Then why call him God? - Epicurus

            Comment


            • Actually, on further thought, I had to do a bit more shuffling. I had to assign Sandstorm and Tempest to work a combination of flood plains that ensured that Arashi's laborer can't move to a flood plains if he gets bumped off a grassland. But with no flood plains available, if Vox bumps the worker off one mined grassland, the laborer should go to the other.

              Comment


              • Cool, so now we don't need forces on that road

                As to Hank: Don't we need him on the iron, if we want to spot all the mountains ourselves, instead of relying on GoW? In that case, I'd leave him where he is for now. Otherwise, I'd move him towards Arashi. I never risk spears to take out warriors, certainly not if that leaves a sole spear on an enemy road. I doubt they would do it.

                DeepO

                Comment


                • From an advance warning perspective, we're better off leaving Hack where he is another turn. So we're agreed that we uncover Monsoon and dare Vox to take a shot?

                  Remaining outstanding questions:

                  1) Reinforce the elite WC or preposition for a counterattack?

                  2) If the latter, position our WC currently in O.G. to go after the immortal if he survives the first two attacks, or to help deal with the Voxian spearman?

                  3) Do we want to switch Sufa to a galley, which would complete this turn?

                  4) What forces do we want to move from Hurricane toward the Arashi front?

                  5) What am I not thinking of?

                  Also, I'm thinking in terms of stationing two spearmen on the mountain by Arashi and one in Arashi itself for the moment. Does that sound good?

                  Comment


                  • One more: How many, if any, WCs do we want to switch over to catapults?

                    Comment


                    • By the way, one possible factor that might affect the size of Vox's invasion forces is if they don't dare hit us with everything they have for fear that Bobian galleys might strike from behind. If we can use essentially our entire military against them while they don't dare use their full power against us...

                      Comment


                      • My votes

                        Originally posted by nbarclay
                        Remaining outstanding questions:

                        1) Reinforce the elite WC or preposition for a counterattack?
                        reinforce elite

                        Originally posted by nbarclay
                        2) If the latter, position our WC currently in O.G. to go after the immortal if he survives the first two attacks, or to help deal with the Voxian spearman?
                        sure

                        Originally posted by nbarclay
                        3) Do we want to switch Sufa to a galley, which would complete this turn?
                        yes, one galley on each side would certainly make me feel more comfortable about suprise landings.


                        Originally posted by nbarclay
                        4) What forces do we want to move from Hurricane toward the Arashi front?
                        2 swords.

                        Originally posted by nbarclay
                        Also, I'm thinking in terms of stationing two spearmen on the mountain by Arashi and one in Arashi itself for the moment. Does that sound good?
                        yes

                        Comment


                        • I would say none. The catapults was me thinking about 20 Immortals where it becomes a war of attrition. We don't really need them now until we make our offensive against their cities (more to just protect our stacks from losing more HP's than they should than to actually hurt units in the cities). In any case, it would be best to get the fast movers built first, as they can get to the front in time to help with the initial invasion.

                          If we move Hack onto the road, and move the spear to protect him, then we can get him to a Barracks next turn to upgrade.

                          Another galley would be nice, but perhaps a Harbor in Sufa is going to serve us best? We will stand to make a good deal with Iron to GoW, and also opens up luxury trades. (which won't make a whole lot of difference until we have marketplaces... but we could add them into tech deals and for gpt, ect.)

                          Either the Harbor or Galley is fine with me. 2 Galleys could safely transport 2 units up to Vox's Iron. 2 Pikes onto a Jungle road will almost surely be able to cut it off.

                          Comment


                          • Originally posted by asleepathewheel
                            I'm not so sure, wouldn't a group to the 6 of Eli be hidden from grog? That would only be, if I am looking correctly, 6 squares from d'ville.

                            I think this group are the reserves, I think the main force is already in D'ville.

                            But again, this is speculation, we will know for certain when we see the next turn, if they move on us.

                            I posted this earlier. Could someone tell me that I'm wrong, that there couldn't already be a large force in d'ville? large being, 10 or more immortals? Please tell me that my math is off on the squares.

                            Comment


                            • I still don't like the idea of putting us in a position where all we have to attack a vet immortal with is two WCs, one of them a wounded elite that we would be extremely hesitent to use if the immortal has even two hit points left after a failed attack from the first.

                              Comment


                              • The only units that could be in Dissidentville this turn are the ones GoW saw last turn. There could be others that are hidden but for practical purposes just as close, but if so, GoW can see them next turn if one of their galleys spends time on the tile 2 from the location of this turn's screenshot.

                                Regarding moving swords from Hurricane, two vets, two regulars, or one of each?

                                Comment

                                Working...
                                X