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Turn 40, 2440BC

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  • Turn 40, 2440BC

    Turn 40, 2440BC

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Move ?
    Spinebreaker: 2/2 7/10 Exp (W2). Move 99
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Skirmishers
    Zidane: 4/4, 0/2 Exp Move 3
    Materazzi: 4/4, 0/2 Exp. Move 6

    Worker: building mine

    Science
    Current (11/turn): Bronze Working (3 turns) (151/171)
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3)
    WF: new tile (4, 8, 87, ?)
    Growth (3/turn): 2/26 (1 turns)
    Production (5/turn): Skirmisher (5/25)

    Diplomacy
    None

    Other
    None

  • #2
    Re: Turn 40, 2440BC

    Originally posted by Hot Mustard
    Grog: 2/2, 1/2 Exp. Move ?
    Revealed coast from prior turn:

    Comment


    • #3
      Grog. If their archer goes 6 or 3, we should go 9, because then we can escape from him around the mountain to the north east (although we will have issues with their warrior, but at least that is surviveable).

      However, I think it very likely that their archer will go 9, because that guarantees that they get a shot on Grog in the next three turns.

      Option 1: Back to the +75% defence terrain that is currently 1 of Grog (it is hill+forest, isn't it?). Duke it out right now.

      Option 2: Keep running. Go east to reveal a bit more terrain. Force their archer to go a long way from their capital if he's going to knock off Grog. If they do move the archer to the coast to kill Grog, then he won't be able to return in time to The Voice before we have two skirms there. I think they will get scared and return, allowing Grog to live to fight another day.

      I'm all for option 2. Don't really care if it's 6 or 9, but I do think 9 slightly better.

      Comment


      • #4
        Agreed. We have to expect option 1) will not be available too - Vox will move their Archer there.

        Comment


        • #5
          If they move into the forest hill, we move 7 if empty or 8 if 7 is occupied. Take our chances at slightly better then even odds vs the warrior.

          9 is an option, but I am having a sneaking suspicion that the mountain could lead to a cordon.
          (\__/)
          (='.'=)
          (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

          Comment


          • #6
            Of course, after moving Zidane 3, I suspect the archer will stop chasing. Move SB 36 as well, and Vox will break off with both units.

            Work a fp. Max growth.
            (\__/)
            (='.'=)
            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

            Comment


            • #7
              Moving SB with Zidane could be a good ide as nye suggest. With them building archers it could be a good idea to have some backup if just momentarily if we have to block some copper.
              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


              • #8
                I think we should flee NE toward the mountain if they approach more closely...IMO, the last thing we want to do is give them any sort of hammer advantage (ie, by tangling with the archer, which would almost surely doom us). If we can mix it up with the warrior and have some terrain advantages, we stand a decent shot, but once they see out other baddies, they're gonna break off and head for home.

                OTOH, there's a possibility that they won't pursue. They may be satisfied to remain on the high ground...that be the case, we ought not move either.

                $0.02

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                Comment


                • #9
                  Wow, Vox really has crapola to the east. This was going to come to blows at some point.

                  Damn. I should've spoken up last turn. I'd have preferred Grog forted on the forest hill. In that position, he'd have a reasonable chance against their archer (to the extent they were dumb enough to attack). Oh well.

                  Given the situation now... I see a couple of options:

                  1) Move 9 (aka "run awaaaaaay")
                  2) If their warrior has moved "3" from its position in the screenshot... we could gamble and hit it.

                  But 9 is probably the way to go... how far is Zidane from The Voice? EDIT: he should be on their border, right? Perhaps they will withdraw the archer shadowing Grog due to Zidane's appearance. We shall see.

                  -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.

                  Comment


                  • #10
                    So much for Vox's claim that there was 'Room for three good cities to the east', or whatever it was.

                    I favour moving Grog 9. Zidane will be adjacent to The Voice in three turns - the turn we discover BW, if we can lure their Archer away we have more chance of parking on their Bronze if they have it.

                    Comment


                    • #11
                      btw - Materazzi - great name. Next one should be Rooney.

                      Comment


                      • #12
                        I say keep moving away, in addition to everything else, who knows when we'll have another chance to scout to the east?

                        Comment


                        • #13
                          I think their warrior is trying to cut us out by moving to the square north of that mountain(logically 6-9), then Grog will have nowhere to run and will be easy prey for their archer on the flatlands. We should move 1 if we get the chance i think.. otherwise (assuming they moved their warrior 6 and followed us with the archer) either
                          8- for a 50-50 shot at their warrior (which i dont fancy as the outcome would depend on sheer luck),
                          9- we sacrefice our warrior for their archer to move a little further away, the turns we make this way are too few to actually matter as our other troops pose little threath to their capital at the moment.
                          2- could be an option we get a 50-50 shot if their archer decides to attack, if not we can move 2 again, if they move their archer 2 aswell we can occupy that forested hill, otherwise we can run around them and drag the hunt out even further, by using forests we could even manage to hook up with Zidane & co if they dont dare attack us with their archer..
                          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


                          • #14
                            You're right, Ennet, but not about moving 1 (IMO).

                            The tile at 9 8 8 looks like coast. The only path would be 9 8 7.

                            9 8 7 is either a hill or a mountain. If it is a hill, we'll have a choice of defending vs the archer or attacking the warrior at poor odds. If it's a mountain the game is up.

                            Assuming the archer goes 6 to cut us off from the hill/forest, I think we should go 8 or 7. If the warrior attempts to block on open ground (at 8 7) we attack at decent odds and either win through with a promotion, or limit their gain to 1xp.

                            If we allow them to attack and they win, they gain 2xp and a promotion for the archer (undesirable).
                            (\__/)
                            (='.'=)
                            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                            Comment


                            • #15
                              Looks to me like the tile North of the mountain (8-8-8 of Grog's current position) isn't another peak. You can normally make them out in the fog by the distinctive base, and it just doesn't seem to be there IMHO.

                              But I am convinced by Ennet and nye's arguments. If their warrior blocks the path around the mountain, then we're basically forced to fight at some point.

                              It's definitely smarter to pick that fight against the warrior, rather than the archer. So I'm now changing my vote as follows:
                              -If the hill/forest square is available, move there (unlikely, because they will probably take it with the archer).
                              -If the hill forest square is taken, move 7 (first pref) or 8 (second pref). This risks a 50% chance against their warrior, of course -> but that might just be the best shot we get.

                              Comment

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