Announcement

Collapse
No announcement yet.

Turnplayed Thread #4

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • I think there's a good chance they would loose three units Sooooo. Attacking with the crossbow first gives you 9.6 vs 14.4, 12.8 vs 10.8, and then 5.5x5. Attacking with the mace first gives you only 12.8x18.4, 9.6x10.8, and then 5.5x5.

    The problem (for Templars) is I don't think the mace is going to be damaged enough in the first battle. Unless the crossbow drops the mace below 5.5 base strength attacking with what has to be very poor odds the mace will still defend versus the Templar mace. Then the Templar axe would be attacking at 8vs10.8 against our pike.

    So think it's likely they would loose two units and possible they would loose three. And then with only spears left in the city that won't even have odds on the cat they couldn't really finish the job.

    EDIT: I know the actual combat numbers reduce enemy strength due to some bonuses, rather than raise the unit's own strength. But I think the relative numbers are the same.

    Comment


    • Sorry to post twice about an unimportant topic, but Templars actually promoted their crossbow in Jericho to City Garrison, so it's even weaker attacking out.

      Comment


      • Originally posted by sooooo View Post
        If I were templars I'd attack the stack with the maceman, crossbow and axeman.
        If you were Templars, we'd be in a lot of trouble right now Thankfully for us, Herc is Templars and he's much more than

        Comment


        • Originally posted by sooooo View Post
          Haha, attacking that longbow with one catapult is priceless.
          Indeed. Maybe it was a misclick? Yeah, I know I tend to be too naive...

          Comment


          • Originally posted by sunrise089 View Post
            Sorry to post twice about an unimportant topic, but Templars actually promoted their crossbow in Jericho to City Garrison, so it's even weaker attacking out.
            OK, that's a good indication that they do not plan to attack our stack.

            We really, really need to locate the imperio stack. I wonder if we should build another spy somewhere for backup or to look at templar lands. They are quite cheap to build.

            Comment


            • Originally posted by sooooo View Post
              I wonder if we should build another spy somewhere for backup or to look at templar lands. They are quite cheap to build.
              And prone to die quickly, if IMperios spies are any indication.
              On the other hand, they might have hundreds of spies in our territory and we only captured a tiny fraction. Unlikely.

              mh

              Comment


              • You're the reload save, with a few hours left to go - I need to know if I can load that and you replay whatever you did at noon (CT) today, or if I need to load further back.
                __________________
                Got this from snoopy some hours ago.
                Can someone please check the game and see if we have to replay our turn asap?

                mh

                Comment


                • I check the thread, and then in-game, and everything's in order (e.g. LH at SF, HA at A1) as we'd ended our turn before the crash.

                  Comment


                  • Our units are moved? Like the mace+cat pair is on the road south of cape town?

                    Comment


                    • Logged in and T144 has started! Just over 43 hr left.

                      Nothing in the turn log. Banana discovered guilds and have 143 gold in the bank. When asked I selected horse archers for all of the cities that needed new builds, but that should be changed to knights when we get guilds from banana.

                      Templars have one more maceman in the south.

                      I offered our two techs to rabbits for 100 gold, just in case.

                      The only action I took was to spread Islam to Saxon to see which tile to work. We have the choice here of plains forest to get Maoi in 4, growth in 7 or coast to get Maoi in 6, growth in 5. I selected plains forest because once Maoi is built we can switch to coast and grow quicker. We could even sack the miners and just grow really fast while working 2/1/3 tiles.

                      Only worker without a task seems to be mustapha, who should probably farm the tile 3N of his current position to get irrigation started to green acres. Energetic Erik may as well road his current tile.

                      We get to settle 2 new cities this turn .

                      Comment


                      • Turn 144

                        Pics from Sunrise?!?!
                        Spoiler:

                        Spoiler:

                        City report:
                        *Airstrip 1 - "Horse Archer" (will be a knight) due in 2.
                        *Pink Dot - Cat complete. Mace due in 12. I want a unit with defensive bonuses here in case that Imperio stack pops up soon.
                        *China Beach - Work boat for Frozen Clams due in 1.
                        *Cape Town - Cat finished. "Horse Archer" (will be a knight) due in 1.
                        *Something Fishy - Sullla's lighthouse is finally done. "Horse Archer" (will be a knight) due in 3.
                        *Green Acres - Globe Theater due in 15 before chops.
                        *Mellow Yellow - Barracks due in 8 turns.
                        *Saxon the Beach - Moai due in 4 turns.
                        *Bluebell Woods - Forge due in 4.
                        *Red Herring - Lighthouse due in 8 turns.
                        *Upper Burgundy - Granary due in 30.
                        *Frozen Clams - Granary due in 60.

                        Worker report:
                        *Winston and Bernard finished the second winery, which will be worked by Upper Burgundy

                        Domestic Military Composition Report:
                        *Cape Town garrison - 9 strength-eight units, 2 pikes, 6 cats, 1 axe, 4 archers.
                        *Pink Dot garrison - 6 strength-eight units, 2 pikes, 1 longbow, 4 cats, 2 archers.
                        *Templar annoyance army - 1 mace, 1 pike, 1 cat.
                        *Central garrison (units in open) - 7 horse archers, 2 chariots.

                        Enemy Military Composition Report:
                        *Cape Town opposing force - 10 strength-8 units, 3 horse archers, 3 pikes, 6 longbows, 1 pike, and 10 cats.
                        *Pink Dot opposing force - 1 mace, 2 crossbows, 1 horse archer, 1 sword, 3(!) cats, 3 chariots, 1 spear.
                        *Central opposing force - 1 crossbow, 1 horse archer, 1 axeman.
                        *Jericho garrison - 1 mace, 1 crossbow, 1 axe, 3 spears.

                        Military Action Report:
                        *Buttercup the cat in the forest next to Jericho bombarded the defenses this turn from 46% to 42%. Just 10 turns to go!
                        *Our 2-movers in the middle are now staying in our own territory next to Upper Burgundy and can do so for as long as we have visibility on the Imperio army (see below).

                        Spy Report:
                        *Huge News! We have visibility on the Imperio stack, on the hill 1SE if Chichen Itza! It has 6 maces, 3 elephants, 3 horse archers, 2 pikes, and 10 (!) catapults. This is a formidable stack, but the fact that they aren't trying anything slick to combine their army with the Templar one is very reassuring.

                        Questions and notes:
                        *Check out how similar our northern army is to the Templar army, minus the longbows.
                        *We won't come close to landing Nationalism before running out of money. Do we want to drop research back down?

                        Comment


                        • Originally posted by sunrise089 View Post
                          Spy Report:
                          *Huge News! We have visibility on the Imperio stack, on the hill 1SE if Chichen Itza! It has 6 maces, 3 elephants, 3 horse archers, 2 pikes, and 10 (!) catapults. This is a formidable stack, but the fact that they aren't trying anything slick to combine their army with the Templar one is very reassuring.
                          And here it is in glorious technicolor:

                          Comment


                          • Amazing.
                            I was sure Imperio was going to move their stack to help/combine with Templars or even try some sort of amphibious crazy stunt.
                            That means Templars are all alone in the south, meaning we can go for the southern jungle spot.

                            mh

                            Comment


                            • Not so amazing, really. The RB and Imperio stacks are 'twinned': neither can afford to move out from the Cape-Chichen theatre to Jericho-Pink lest the other move in to attack at Cape-Chichen. Without spies, a brave/bored team might take the risk, but with spies in play the risk is too great to take an attacking gamble.

                              As things stand, it would need one side to believe that it has a decisive lead over the other in either technology, or weight of numbers, and then risk an attack.

                              Comment


                              • Oooh, just noticed that Rabbits gave us 100 gold for Aesthetics+HBR. That shaves another turn off nationalism. Very good!

                                Comment

                                Working...
                                X