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Turnplayed Thread #4

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  • A couple tactical things:

    1. Hit the badly injured spear with HA, so the unit can retreat to safety if there is a new Templar stack in the forest from which spears came.

    2. Let's move all newly trained units 2 tiles north from Pink Dot. We might not be able to fool Templars by moving units out of the city, but we can at least hide the reinforcements from them.

    EDIT: Also, what about trying to lure Imperio into attacking by moving several maces and Cats 1.5 turns away from Cape Town? (It would take Imperio 2 turns to reach the city, so a stack 1.5 turns away would still be able to hit them before they can hit us, but we might be able to hide it from both Imperio and Templars.)
    Last edited by Zeviz; April 24, 2009, 03:20.

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    • I logged in first and had to take a few city build decisions at random, so they have to be changed.
      Furthermore we were asked to vote for the Apostolic leader. Templars or abstain. We abstained.

      Hagia Sophia built. Will let you know in the C&D thread where.

      mh

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      • Originally posted by Zeviz View Post
        EDIT: Also, what about trying to lure Imperio into attacking by moving several maces and Cats 1.5 turns away from Cape Town? (It would take Imperio 2 turns to reach the city, so a stack 1.5 turns away would still be able to hit them before they can hit us, but we might be able to hide it from both Imperio and Templars.)
        Hmm, this is an interesting idea. Could be foiled if Imperio still have a spy about, but could work very nicely if they fall for the bait. I get the feeling that kelben (the only player left on Imperio apparently) is getting restless and may simply send the stack in. What do others think?

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        • They revolted back to slavery, so we might see some more units whipped by Imperio soon. Also their power graph (and Templars) keep rising despite the unit losses. Since Sullla is away, I will try to take a closer look at the power.

          mh

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          • Originally posted by sooooo View Post
            Hmm, this is an interesting idea. Could be foiled if Imperio still have a spy about, but could work very nicely if they fall for the bait. I get the feeling that kelben (the only player left on Imperio apparently) is getting restless and may simply send the stack in. What do others think?
            Problem at the moment is that since our road network was cut there isn't actually anywhere 1.5 turns away from Cape Town. There's three consecutive roads and then a forest, so we are limited in choice to either 1 or 2 ful turns away at the moment. The other issue is that if our stack moves away South it should still be in full view of Templars, and (if they are cooperating) Imperio will know exactly where it is.

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            • Zevis - There isn't any new stack in the forest, at least not that the spears came from. The spears were alone on the tile.

              The reason I've been hesitant to move units out of Cape Town is because I want to be ready to hit Imperio's stack right away if they wait to promote their units. There is a slight possibility they won't promote the turn they move in and if they do it will be a huge opportunity for us.

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              • I trust sunrise's judgement on that. But I don't think we need the 2 chariots against imperio at least.

                Sunrise, you planning on making the moves soon? I'm looking forward to the 9-1 scoreline

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                • We're not going to get the 10xp we need for the GG, are we? Need for one of the teams to expose a couple more units to us....

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                  • No time for a full report yet, but I'll do the fun stuff:

                    *Charsi at 99.6% on the Combat III Spear = dead spear

                    *Charismatic at 99.5% on the wounded Spear = dead spear and revenge

                    Charismatic and Hannah the Pike are now in the forest 2NW of Jericho. Templars have not roaded the forest 1NE of Jericho, so they can only hit out units if they have workers in place or with 2-movers versus a Pike in a forest. Charsi the combat II Mace is covering the workers in the desert right now, and will join the other units in the forest next turn.

                    Mariah the Pike has moved 1 tile south be better positioned to attack Templars units if they move in on Pink.

                    While 2 of our units are wounded, we're now the only civ contesting the middle of the front

                    EDIT: Rather than moving units out of the Cape to draw Imperio in, one option is to move the HAs and Chariots down versus Jericho. Next turn our Pike+HA can be next to Jericho if Templars don't block, so we can check out their defenses and then move the HAs if Templars are vulnerable. We may even want to build a HA in Cape Town this turn.

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                    • I like the idea of somewhat taking the attack to templars. Also didn't banana say they have undefended cities can't we have them take it out?

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                      • Ok, bad news. PAL just traded 2 medieval techs against 1 medieval tech with IMperio.
                        PAL surely got Engineering. I will have a look at what Imperio got once I can log in again (someone else is at the moment).

                        Thats bad.

                        mh

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                        • Ok, more time to type, but no civ in front of me.

                          Essentially, we have four options with our Cape Town/Center Army force. Options 1-3 all make our Cape Town army weaker. We'd essentially be gambling that Imperio will not move in, or we would have enough units anyways. If we do any of 1-3 we should swap Cape Town off a catapult. With options 2-3 the risky play is to build HAs in Cape Town, making the Jericho army more formidable, but leaving us weaker at Cape Town. The conservative option is to build Elephants therefore offsetting the loss in power if the mounted units leave.



                          1) We can move 4 HAs and 2 Chariots out of Cape Town this turn and hit Jericho next turn via Pink Dot. Obviously this both exposes our mounted units to counter attack and requires a very weak Pink garrison. It is the fastest and most aggressive play though.

                          2) We can move our pike+HA pair up next to Jericho next turn and move the mounted units from Cape Town onto Pink Dot next turn. This allows us to check the garrison in Jericho, but delays a turn.

                          3) We can move our pike+HA pair up next to Jericho next turn, and our mace to Blue Dot next turn. We can then move the mounted units from Cape Town onto Pink Dot in two turns. Assuming Templars don't build any more units in Jericho this allows us to bring maximum forces to bear.

                          4) We can move our pike+HA pair up next to Jericho next turn, but keep Cape Town's garrison in place. We don't threaten Templars but we stay strong versus Imperio's stack.

                          My choices would be either option 2 or option 4. If 2, I would build another HA in Cape Town this turn. If 4 I would move the mace forward, and once the mace and the pike were both next to Jericho I would withdraw the HA and keep it on the road network.

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                          • I saw that Imperio got Music and PAL got engineering. Didn't check what else Imperio got. PAL cancelled their marble deal, I offered the dyes deal.

                            Screenshot of the killing fields (desert?):

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                            • PAL got Engineering (1430b) from Imp.
                              Imp got Music (858b) and Optics (858b) from PAL.
                              Not just is that trade very much in favor of Imperio, but the two techs have a potential to hurt us badly.
                              With Music, Imperio could build culture at Chichen Itza, attempting to flip the important tile back to them.

                              Optics will give them Caravels.

                              PAL also canceled the Ivory trade.

                              Lets get the Ivory vs. Dye trade up and running and then close borders to prevent the intercontinental trade routes. I think we have enough arguments to do that.

                              mh

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                              • Are we completely confident we won't loose resource trades with closed borders?

                                Also, I'm not worried about those two techs at all. Let Imperio burn hammers on silly culture, the tile flipping was important when we were weaker than they were, less so now.

                                Caravels? They can't pillage or carry units. We all already know there is a new world out there, and presumably PAL wouldn't trade optics unless they were a lock to get the Magellan bonus.

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