We don't need a log, but it would have been nice to have screenshots of Grog's last stand.
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Turn 66 - 1400bc
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Ok, I'm making some executive decisions.
1) Fortifying Beckham in place.
2) I'm going northeast with Spiney, up on a hill.
-Arriangrog 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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Turn 66 - 1400 BC
1) Grog is dead. The three voxian archers that had been threatening him are now under the FoW.
2) Spiney moves 9, onto a hill. He sees little of interest.
3) Beckham forted.
4) Winestrom size 2, now working 2 floodplains tiles (I had to change that - defaulted to a forest). 0/24, growth in 5 turns. 7/25 on the skirm (18 turns).
5) 66/357 on Mathematics (11 turns).
6) Worker II builds road... road complete @ end of turn.
-Arriangrog 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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So how many unaccounted for units are to the north? Their move to displace Grog suggests that they want to route us before mounting any offense (otherwise why attack under such poor circumstances), but it's possible they will be emboldened to make some sort of counterattack (or counter-annoyance as the case may be).
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There are now 3 Voxian archers we cannot see. One is wounded (1hp/3).
They may try to counter-choke. They can't dislodge our skirmishers in their lands without suffering really nasty casualties.
-Arriangrog 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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Originally posted by Hot Mustard
I like Dustdevil, or if we want to be obscure we could do "Taz City".
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I expect a counter-choke, they'll be going for moral victories here, also with our fairly light presence we may have convinced them that we are otherwise occupied...
We do want to get some Axemen ASAP.
I guess I need to think of the best use for the worker... I think we should have him build a road N of the desert hill so that the hill forms a proper hub, giving 1 turn movement to any of the 3 cities.
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Taz is a pretty good name IMO.
Just wondering, but what happens to the plans if we abandon the idea of planting on furs for a short while to get some axes up and running? Ideally we also want to have a unit to defend the furs city from barbs, right? We'll ned a skirm for that.
to road hub btw.
PS, name the first Axe Son of Grog?You just wasted six ... no, seven ... seconds of your life reading this sentence.
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What is the skirmisher in Winestrom's odds if he is attacked by all three archers (one with a promotion)? Should we pop-rush if all three archers are in position to attack before we get a second unit in the city?
The light choke has worked so far, but we don't want to push our luck.
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After the settler, we need EotS to pump out at least 2 axemen. We may end up needing to poprush a unit in Winestrom.
For now, though, I agree with Blake re: worker II. Road north of the desert hill, which will connect to Sandstorm/Dustdevil/Taz.
-Arriangrog 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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We definitely do need two Axemen. We shouldn't need to poprush a skirm unless VOx brings all 3 skirms to bear - an Archer vs Skirm in city is a 0% odd battle - the chance of damaging the unit enough to give the 2nd archer a winning chance is really quite low. I wouldn't risk fighting off 3 archers though.
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Originally posted by Arrian
6) Worker II builds road... road complete @ end of turn.
While at war, I tend(ed) to hit Ctrl+A right after checking no workers would be threatened. Then, at least no units would get mp lost because a road only completes at the end of a turn.
DeepO
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Originally posted by Randolph
We will be able to pop rush if we need to, right?
If Vox is going to be a pain, they will aim our farms / cottages. Or, I still half expect them to run with a settler through the FoW they now created.
2 axes should be enough for the moment, if we build 3 we could send one to choke as well, though. We could use another choker, for the fp near the Voice.
DeepO
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Something you might not be aware of: Ctrl+A will do all automated tasks, included worker actions. Especially with roads this might have an effect: in case a worker is due to finish on a tile some other unit will pass on, just Ctrl+A first, then move the other unit.
-Arriangrog 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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