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  • #31
    Templars are moving a crossbow onto their hill encampment outside Pink Dot. When that happens we'll loose odds on their stack, even in the open. We'll have another mace soon (when can I whip Pink again?) and SF is going to finish its cat, but Templars will still present some difficulty if they keep that crossbow on defensive terrain.

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    • #32
      So you want to hit their position next turn before the Xbow arrives?

      EDIT: Can you sim out that battle like you did with Imperio.
      mh

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      • #33
        M_H - I can sim out a battle, but it will say we have like a 75% chance of killing a horse archer and a cat. I can't offer any perfect solution, it was either weaken our ability to take out the Templar stack in the south, or weaken our hold on the middle and risk our workers. I think we made the right call, but things are just a bit trickier in the south.

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        • #34
          I would be a bit more careful then. Let them come across the river.
          Don't hit them across the river-uphill.

          mh

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          • #35
            Originally posted by mostly-harmless View Post
            I would be a bit more careful then. Let them come across the river.
            Don't hit them across the river-uphill.

            mh
            Yeah, that's the plan, but realize we won't have odds on their stack. It would be nice in Banana could finish Guilds soon....we would have odds on every unit on the hill and could retreat back into Pink each turn with Knights

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            • #36
              Screenshot of the Incan HA and axeman on the hill:

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              • #37
                T137 Templar update: They put an Xbow on that hill between Jericho and PD.
                They also have a worker roading the tile 1E of the occupied hill.
                The worker is guarded by a sword and a Xbow.

                Seeing our troops and theirs, I am more inclined to have sunrise attack in a couple of turns, given no Templar maces are around. We could use the Jericho scout force and our two chariots as support.

                Alternatively we could attack the hill between Jericho and PD with our 2movers in a sneaky attack using war-engineers.

                mh

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                • #38
                  Originally posted by mostly-harmless View Post
                  Seeing our troops and theirs, I am more inclined to have sunrise attack in a couple of turns, given no Templar maces are around. We could use the Jericho scout force and our two chariots as support.

                  I agree, and Templars have made a definite tactical error by not moving their new crossbow to the main stack on the hill. However, here's the way we should do this:

                  sunrise, can we get the workers moving back to Pink to lay down a road (guarded by our stack in Pink) on the cottage tile southeast of the city? Then, we can have the same pair of workers move another tile SE, road that square, and instantly move our army across the river, thus avoiding the 25% combat penalty in cleaning up the Templar stack. I would feel MUCH better about the operation to eliminate their stack if we can attack at 25% penalty instead of 50% penalty.

                  Is this a viable option for the next couple of turns? I admit, I'm just looking at the screenshots right.

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                  • #39
                    We sure can Sullla, I just assume the Templars will move into the forest 1SW of their current hill tile the moment they see us start that maneuver. We can cover the forest with a unit of our own, but it will be out of the fight. We can also use four workers (if four can reach the tiles) to road the forest and the grasslandl, stick 2 units in the forest and the rest on the grassland, and force Templars to take our attack or withdraw.

                    If we do any of these plans our units will be vulnerable in the open. We may want to consider promoting one of our archers to a crossbow for a little bit more firepower, though I doubt I can convince the domestic experts to let me burn through that much cash. No matter what we want to slave Pink Dot this or next turn to get another attacking mace.

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                    • #40
                      Sunrise, there is a maceman due in 2 turns at pink dot, no need to slave. We have units near pink dot at roughly 6/8 health that can heal next turn and get close to full fitness.

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                      • #41
                        if we have 4 workers that can reach the right tiles, can't we ...

                        road 1SE of PD
                        road 2SE of PD (grassland over the river)
                        hit their stack after moving over the river

                        ... all in the same turn?
                        Quote: "All Happiness is the release of internal pressure"
                        Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                        woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                        • #42
                          Sorry, we currently only have 2 workers available for roading next turn. The turn after that we could have John the Savage, and turn turn after that Bob the Builder could arrive from the north and road.

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                          • #43
                            Could someone with access to the game grab a screenshot of the current situation and post details of the two oposing forces?

                            I will do so this evening if not.

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                            • #44
                              I would prefer to do all of the roading and attacking required in 1 turn - don't tip our hand. That sounds like it will take 2 turns to free up the workers required. As such, we have to make them think about something else for 2 turns.

                              Originally posted by sunrise089 View Post
                              Domestic Military Report:
                              *Cape Town garrison - 9 strength-eight units, 4 horse archers, 2 pikes, 5 cats, 1 axe, 2 chariots, 4 archers.
                              *Pink Dot garrison - 3 maces, 2 pikes, 1 horse archer, 1 cat, 2 archers.
                              *Central garrison (units in open) - 1 HA, 1 mace, 1 pike.
                              Based on this information, can we move our HAs, plus pike coverage, 1 or 2 maces and our workers 1NE of PD ... hopefully they will think that we are making a push at their Northern units and send reinforcements there. Next turn, we pull them back into the city and the following turn we wipe out their Southern stack.
                              Quote: "All Happiness is the release of internal pressure"
                              Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                              woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

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                              • #45
                                Are there not a couple of units sitting 1NW of Pink Dot at the moment? There's a second Cat somewhere in the area, I'm sure.

                                If we did whip the Maceman this turn, would we get enough overflow for a 1t Cat ... how about next turn?

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