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Turn 70, 1240BC

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  • Turn 70, 1240BC

    Turn 70, 1240BC

    Units

    Warriors
    Spinebreaker: 2/2 8/10 Exp (W2). Moved 6 - Barb warrior 3
    Thug: 2/2, 0/2 Exp. Forted (EotS)

    Skirmishers
    Zidane: 4/4, 0/2 Exp Forted (Choke)
    Materazzi: 4/4, 0/2 Exp. Forted (Choke)
    Beckham: 4/4, 0/2 Exp. Forted (Choke)
    Cantona: 4/4 0/2 Exp. Forted (Road Hub defense point)
    Schumacher: 4/4 0/2 Exp. Forted on Hill

    Workers
    Worker I: Moved 9, started Cottage
    Worker II: Started Farm


    Science
    Current (26/turn +5?): Mathematics (171/357) (6 turns)
    Polytheism 134/143

    Cranked science back to 100% - we have 4 gold and this puts us at -2gpt. 1 more gpt coming next turn from Winestrom.

    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (13/turn): Axeman (25/35) (1 turn)

    Winestrom (Size 1)
    WF: 2 (same)
    Growth (4/turn): 18/22 (1 turn)
    Production (1/turn): Granary (16/60) (44 turns)

    Taz City (Size 1)
    WF: 2
    Growth (3/turn): 3/22 (7 turns)
    Production (1/turn): Skirmisher (1/25) (24 turns)

  • #2










    Barb to the west.



    Vox has 2 Archers 8 of the Voice and 2 inside it. Vox Warrior close to Taz City.


    Top post updated for moves already done. We're essentially already done - I'll just wait a few hours before sending just in case anyone has changes, as well as to allow NYE's diplomacy some time to work.

    Comment


    • #3
      Hmmm that Vox warrior introduces a tricky issue.

      If we move our skirmisher into the forest we'll have a nice ambush set up because the warrior wont be able to see it (no elevation), if the warrior moves forward we can terminate it. Otoh a Skrimisher vs Warrior in forest is something like 4.3 vs 3.0 which is good odds in our favor but if we lose then we are in a pickle because the warrior can move forward and take Taz (and since it's presumably on a suicide mission, they probably wont hesitate to move forward into the fog, even badly injured).

      Vox are playing blind here, they have no idea what our assets are. This means they may choose to back the warrior off instead of advancing into the forest. In that case the skirmisher didn't need to move, and if we are unwilling to attack the warrior in the forest, there's actually no need to move the skirmisher into the forest until the Vox warrior actually makes the move (unless we think Vox will be dumb enough to move onto the flats with the warrior).
      By keeping the skirmisher on the hill we can move it back to Wines should we need to doubleteam the archer.

      Until the Axeman is in play we need to be conservative with our skirmishers. I think I'd go with advising not moving either of them this turn.

      Comment


      • #4
        I came to the same conclusion. I believe the warrior was sent scouting, and they weren't expecting to be blocked off by another city.

        Comment


        • #5
          I'd move the skirm to the forest. What if Vox does something stupid like moving 2 with their warrior out on the flats? Ok, it's unlikely, but if they do, it's a really easy kill.

          -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


          • #6
            Right now we're walking a thin line on defense - not a time to go looking for an easy kill, I think. The limiting factor in this case for me is the river - it will slow down the arrival of that first Axe, in any direction he may need to go.

            Comment


            • #7
              Ok, fair enough.

              What is our production plan for the near future? After this axe, two more? Three more? Then what, another settler for the furs/copper site?

              -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


              • #8
                Oh, crap, I just noticed the barb warrior next to spiney! Fight, little pixel!

                -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


                • #9
                  After this Axe we are planning to build 2 more. Then the Furs settler, iirc. Inserting a scout won't overly disrupt - only a 1 turn hiccup, as you pointed out.

                  Yeah - 3 warriors (2 barbs, 1 Vox) popped up on one turn - I'm hoping it's not a sign.

                  Comment


                  • #10
                    Right, then. So we have ~7 turns to decide on the scout.

                    My only concern is that if it runs into a barb warrior, it's toast.

                    -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


                    • #11
                      We could send Thug and leave an Axe in EotS...

                      Comment


                      • #12
                        Re: Turn 70, 1240BC

                        Turn 70, 1240BC

                        Units

                        Warriors
                        Spinebreaker: 2/2 8/10 Exp (W2). Moved 6 - Barb warrior 3
                        Thug: 2/2, 0/2 Exp. Forted (EotS)

                        Skirmishers
                        Zidane: 4/4, 0/2 Exp Forted (Choke)
                        Materazzi: 4/4, 0/2 Exp. Forted (Choke)
                        Beckham: 4/4, 0/2 Exp. Forted (Choke)
                        Cantona: 4/4 0/2 Exp. Forted (Road Hub defense point)
                        Schumacher: 4/4 0/2 Exp. Forted on Hill

                        Workers
                        Worker I: Moved 9, started Cottage (5 turns)
                        Worker II: Started Farm (7 turns)


                        Science
                        Current (26/turn +5?): Mathematics (171/357) (6 turns)
                        Polytheism 134/143

                        Cranked science back to 100% - we have 4 gold and this puts us at -2gpt. 1 more gpt coming next turn from Winestrom.

                        Cities

                        Eye of the Storm (Size 5)
                        WF: 1, 44, 74, 7, 78 (same)
                        Growth (-/turn): 0/30
                        Production (13/turn): Axeman (25/35) (1 turn)

                        Winestrom (Size 1)
                        WF: 2 (same)
                        Growth (4/turn): 18/22 (1 turn)
                        Production (1/turn): Granary (16/60) (44 turns)

                        Taz City (Size 1)
                        WF: 2
                        Growth (3/turn): 3/22 (7 turns)
                        Production (1/turn): Skirmisher (1/25) (24 turns) [/QUOTE]

                        Comment

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