The main Templar stack has moved 1SW towards Something Fishy, still in jungle. That must be their target.
![](http://i236.photobucket.com/albums/ff82/timmy827/demogame/T151Templars.jpg)
Note that the short way to the city puts them on level ground in 2 turns, but they could opt to go hill-hill-jungle. However, I imagine that even with the hill bonus a few cats + knights will do a number on them.
No other Templar moves as far as I can tell, but they still have 7hrs on their portion.
EDIT: well I'm not the general but time to start thinking about this. Sorry if this is repeating part/all of a current plan.
Since SF is only 1 archer right now, we need to move the pikes in Pink Dot towards SF starting our next turn to prevent the few 2-movers from attacking the city on T153.
Assuming we clear the 2 units on the hill by Jericho on our next turn, we can finish the road and move Medic Godiva to Pink Dot, which will allow the three wounded knights/HA 1SW to heal to full on the 152-153 interturn.
Need to decide what to do with the workers on the hill next to their stack, both the road and chop have 1 turn remaining. My rec is to finish the road but NOT the chop, move Elizabeth onto the hill and the other units off, see if Templars take the bait of the worker. Liz will be strength 13.2 up there, would almost certainly take out 1 unit and maybe 2, and the Templars already proved once that they are dumb enough to try![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Assuming the battle will be T153, and no whipping of more units, we will have 3 cats (including the one due in 2T in SF) followed by 4 knights, an elephant, 4 horse archers, plus 2 pikes and a longbow for cleaning up remainders. That should win most battles if it's on open ground and will surely flank their cats. On hill is a little dicier but I think we would still come out on top.
One note on the cat in SF - will be at 37/50 next turn. If templars move onto the hill mine and that citizen goes to a coast, we will get 11hpt (9 + 2 from forge) and come up just short. Don't want to whip, so we should change that guy to an engineer.
EDIT again: Sorry, presumably the templars will be on the hill T152, then on the flatland/last hill before jungle T153, given the turn order that means we hit them T154. In that case the concern about finishing the cat in SF is unwarranted. Especially since Templars may move onto the forested hill 2NE of SF anyways as the attack path is not any longer. Note that they will see our "surprise" in store for them then.
![](http://i236.photobucket.com/albums/ff82/timmy827/demogame/T151Templars.jpg)
Note that the short way to the city puts them on level ground in 2 turns, but they could opt to go hill-hill-jungle. However, I imagine that even with the hill bonus a few cats + knights will do a number on them.
No other Templar moves as far as I can tell, but they still have 7hrs on their portion.
EDIT: well I'm not the general but time to start thinking about this. Sorry if this is repeating part/all of a current plan.
Since SF is only 1 archer right now, we need to move the pikes in Pink Dot towards SF starting our next turn to prevent the few 2-movers from attacking the city on T153.
Assuming we clear the 2 units on the hill by Jericho on our next turn, we can finish the road and move Medic Godiva to Pink Dot, which will allow the three wounded knights/HA 1SW to heal to full on the 152-153 interturn.
Need to decide what to do with the workers on the hill next to their stack, both the road and chop have 1 turn remaining. My rec is to finish the road but NOT the chop, move Elizabeth onto the hill and the other units off, see if Templars take the bait of the worker. Liz will be strength 13.2 up there, would almost certainly take out 1 unit and maybe 2, and the Templars already proved once that they are dumb enough to try
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Assuming the battle will be T153, and no whipping of more units, we will have 3 cats (including the one due in 2T in SF) followed by 4 knights, an elephant, 4 horse archers, plus 2 pikes and a longbow for cleaning up remainders. That should win most battles if it's on open ground and will surely flank their cats. On hill is a little dicier but I think we would still come out on top.
One note on the cat in SF - will be at 37/50 next turn. If templars move onto the hill mine and that citizen goes to a coast, we will get 11hpt (9 + 2 from forge) and come up just short. Don't want to whip, so we should change that guy to an engineer.
EDIT again: Sorry, presumably the templars will be on the hill T152, then on the flatland/last hill before jungle T153, given the turn order that means we hit them T154. In that case the concern about finishing the cat in SF is unwarranted. Especially since Templars may move onto the forested hill 2NE of SF anyways as the attack path is not any longer. Note that they will see our "surprise" in store for them then.
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