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  • #76
    Originally posted by Dreylin View Post
    Jericho finished a Crossbow this turn, what units would they be able to whip out next turn?
    None: they're in serfdom

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    • #77
      Oh yeah, I'd forgotten we were making fun of them for that earlier in the week.

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      • #78
        Actually, we really shouldn't have protested the mace. The mace will have good odds attacking whatever unit we sit in the city, whereas we'd have good odds against in post-catapult attacks. Sorry for not being quicker to clarify that.

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        • #79
          I know... I was going to post something to that effect, but Apolyton's forums have been extremely unreliable the last 12 hours. (There's a reason why I prefer CivFanatics, let's just leave it at that.)

          Anyway, it's also the principle of the thing. Once we all agree on rules for the turn order, Templars shouldn't get to violate them just because they are sloppy and disorganized. We keep making excuses for this team, when the reality is that they lied to us, broke their agreements, declared war, and then knowingly violated the turn order rules. At some point you have to draw the line.

          I was looking forward to chatting online during the Joshua attack this morning, but now it seems that we're on indefinite hold.

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          • #80
            For what it's worth I'll be traveling via RV with some friends to an amusement park in Ohio as of 7:00am EST tomorrow. If the turn isn't reloaded and ticked over by then I'll just post some detailed instructions about how I'd handle things. It will be a pity though, I wanted to get to kill some units.

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            • #81
              Originally posted by sunrise089 View Post
              For what it's worth I'll be traveling via RV with some friends to an amusement park in Ohio as of 7:00am EST tomorrow.
              Ooh, Cedar Point? I'm heading there last week of June. Millennium's still the best coaster in the world...

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              • #82
                Hi,

                Originally posted by sunrise089 View Post
                Actually, we really shouldn't have protested the mace. The mace will have good odds attacking whatever unit we sit in the city, whereas we'd have good odds against in post-catapult attacks.
                I understand your reasoning, but I think we shouldn't mix in-game and meta-game tactics, i.e. only protest against rule violations if it suits us in-game and let it pass otherwise. That mace shouldn't be in the city according to the rules, and if we won't be able to hold the city because of the reload, then this was a strategic mistake/failed gambit on our part because we didn't anticipate the mace near the city, and we should accept that. Not protesting against a rule violation because we gain an advantage in-game sounds exploitative to me, and is something Realms Beyond of all teams shouldn't do.

                Just my .02g,

                -Kylearan

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                • #83
                  @Kylearan - Oh, we can certainly hold the city assuming the RNG isn't unkind, but in realpolitik terms I'd rather have a dead Templar mace than a dead RB horse archer.

                  I take your point about consistency though, the reload or unit move will be fine if Templars can hurry up and just respond.

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                  • #84
                    Originally posted by Kylearan View Post
                    Hi,


                    I understand your reasoning, but I think we shouldn't mix in-game and meta-game tactics, i.e. only protest against rule violations if it suits us in-game and let it pass otherwise. That mace shouldn't be in the city according to the rules, and if we won't be able to hold the city because of the reload, then this was a strategic mistake/failed gambit on our part because we didn't anticipate the mace near the city, and we should accept that. Not protesting against a rule violation because we gain an advantage in-game sounds exploitative to me, and is something Realms Beyond of all teams shouldn't do.

                    Just my .02g,

                    -Kylearan
                    I agree that we should have filed a formal complaint. However, if Templar move was a mistake, forcing them to keep it seems like a good enough punishment. Otherwise, they are benefiting from illegal move. (Move mace on time - mace dies. Move mace late - you get a chance to move it back.) So filing a complaint and saying that "as a punishment we'll kill your mace" sounds like a good compromise to me.

                    PS How many hours from now will the attack happen?

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                    • #85
                      Just to clear this up: we did lodge a protest in the disputes thread http://apolyton.net/forums/showpost....&postcount=177

                      That we asked the referee to play advantage to us isn't inconsistent with the rules. The referee could pull the game back to an earlier autosave as his judgement is binding, but that also opens another can of worms: i.e. we have to trust that Templars don't move unseen units illegally right after they've just made a visible illegal move.

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                      • #86
                        @Zevis - If it isn't right when the turn timer ticks over (I do have dinner plans) than I'll post the time.

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                        • #87
                          Alright, well since Templars and Imperio will never, ever end their turns early it looks like we're going to start the new turn sometime around 9-10pm EST (in the very early hours of the morning GMT). I'll see if I can hang around these forums when we get ready to start the turn. If there's a chat room or voice chat place where we can set up, that might work too.

                          Only 12 hours late is about par for the course with this Demogame.

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                          • #88
                            We should probably sim the battle with the extra mace. We may have to consider sacrificing 4 catapults. Even delaying the attack for a turn should be considered.

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                            • #89
                              My view re our 7 cats ...

                              Bombarding Cats
                              reduces the ability of all defenders to defend by 4%
                              survives the action at full strength
                              doesn't gain any XPs

                              Suicide Cats
                              reduces the ability of 6 defenders to defend by approx 10%
                              might damage primary defender
                              most likely dies
                              can gain XPs

                              I am leaning towards suiciding at least 3 cats (with barrage promotion) and bombing the rest. Or spreading the attack over 2 turns.
                              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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                              • #90
                                The biggest problem I see with waiting a second turn is how Imperio react, since Templars seem to be stuck in neutral and at max could get a couple more units to defend. Last I checked their stack had not moved, but I think the longer we spend at Jericho the more we open ourselves to a prospective counter-attack at Cape Town.

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