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Turn 27, 2960BC

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  • #16
    I am willing to take some chances and I would expect that Vox would take that shot as it would still be their best one as far as we can tell.

    The longer they wait the worst it will be for them and I think they are aware of that, but then some of their actions suggest they may not know what they are doing.

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    • #17
      Originally posted by Mudhut
      Worker: Completed. Moves TWO tiles WEST of EotS (4-4), to start a cottage.
      We can't build cottages yet, surely?

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      • #18
        Not yet no Can't belive I missed that.. Btw, have you changed country Cort Haus? Become a frenchman?
        Proud member of the PNY Brigade
        Also a proud member of the The Glory Of War team on PtW-DG

        A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

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        • #19
          Originally posted by Ennet
          Btw, have you changed country Cort Haus? Become a frenchman?
          It's just for the World Cup - I want France to win it.

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          • #20
            Doh. Of course we can't build cottages. I'm a goose.

            But the best move is still to go and mine the sheep. If we see them approaching, we may have to interrupt the build with a turn remaining and leave it unfinished (so they can't pillage)

            Building a skirm next seems safe enough to me!

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            • #21
              Originally posted by Theseus
              Hmmm. Well, call me an ole grandma, but I say why take the chance. I'd build a Warrior now and fortify it, then finish the Worker, and adjust depending on the path of the incoming Vox Warrior. I don;t think the lost Worker time would be meaningful.
              At the risk of joining the Grandma batallion - won't we need something to defend the worker and the sheep? If their warrior goes and fortifies on the hill we'll need a Skirm to shift it before we can get off the starting grid, hammer-wise.

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              • #22
                If the timing is right we'll be able to get a skirmisher just in time to chase away/kill the Vox warrior and a skirmisher will do an infinitely better chasing away job.

                As far as I understand it's like this...
                We can train a warrior and keep it in the city as security, then the Vox warrior will sidle around to harrass the worker and we'll either have to attack the Vox warrior at 50% odds or try to block its path to the worker, but any blocking attempt is going to put us right back at square one - the Capital defended by only 1 warrior, or in the worst case we'll either have to risk covering the worker with the warrior (which would give the Vox warrior a 20%ish chance of killing both the warrior and worker), or be forced to move the worker away anyway.

                In short, a Skirmisher is a whole lot cleaner, it either eliminates the Vox warrior or makes it flee in fear. There's only two problems:
                1) Vox has the 1/110 chance at killing out capital, which is an implausibly long shot.
                2) Vox may be intending to use their warrior to tie up our first skirmisher - playing chase the Vox warrior rather than chase the Vox worker (is this be the most plausible course of action for Vox?).

                However a warrior wont do anything better than a skirmisher - other than huddle in EotS and we really shouldn't be the ones huddling. So I'm going to vote for worker followed by Skirmisher.

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                • #23
                  Originally posted by Blake
                  However a warrior wont do anything better than a skirmisher - other than huddle in EotS and we really shouldn't be the ones huddling. So I'm going to vote for worker followed by Skirmisher.
                  I'm with Blake on this one.

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                  • #24
                    to skirm aswell
                    Proud member of the PNY Brigade
                    Also a proud member of the The Glory Of War team on PtW-DG

                    A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

                    Comment


                    • #25
                      If we can get the Skirm out in time for their warrior, then fine.

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                      • #26
                        Just in case I was not clear that is my vote as well.

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                        • #27
                          Skirm

                          I'm fine with allowing Vox a 1 in 100 shot at taking us out.

                          -Arrian
                          grog want tank...Grog Want Tank... GROG WANT TANK!

                          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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                          • #28
                            Turn 27, 2960BC

                            Units
                            Grog: 2/2, 1/2 Exp. Moved 3, revealed more Vox land. Capital is now size four.
                            Spinebreaker: 2/2 2/5 Exp (W1). Moved 7, on way to hut.
                            Thug: 2/2, 0/2 Exp. Fort in EotS

                            Science
                            Current: Archery in 2 turns
                            Polytheism 134/143


                            Cities

                            Eye of the Storm (Size 3) WF on auto
                            Growth: 3/26, paused for Worker build
                            Production: Worker in 2 turns

                            Diplomacy
                            None

                            Other
                            None



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