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Turn 103, 325BC

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  • Turn 103, 325BC

    Turn 103, 325BC

    Units

    Warriors
    Thug: 2/2, 0/2 Exp. Fort (EotS)

    Skirmishers
    Cantona: 4/4 0/2 Exp. Fort
    Schumacher: 4/4 0/2 Exp. Fort
    Toronto FC: Fort (Wines)
    Nash: Fort (Taz)
    Neville: Fort (EotS)
    Liverpool: Fort (Hub)

    Axemen

    Stack I - Fort
    Brashear:
    Domi:
    Stevens:
    Redick:

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Bombard
    Halle: Bombard
    Newmar: Bombard
    Cat IV (Taz): Move to Wines
    Cat V (Wines): Move 3

    Took The Voice down to +??%

    Spearmen
    Spear I: Fort

    Scouts
    Clarke: Fort

    Workers
    Worker I: Farm (3 turns)
    Worker II: Cottage (4 turns)
    Worker III: Camp (3 turns)

    Science

    Current (44/turn +?): Code of Laws (221/500) (6 turns)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (2/turn): 20/30 (5 turns)
    Production (9/turn): Catapult (34/40) (1 turn) What next - Spear?

    Winestrom (Size 5) (poprush - 19 turns)
    WF: 3, 2, 1, 4, 7 (same)
    Growth (5/turn): 23/30 (2 turns)
    Production (3/turn): Spearman (10/35) (9 turns)
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 3) (poprush - 24 turns)
    WF: 3, 1, 14 (same)
    Growth (5/turn): 25/26 (1 turn)
    Production (1/turn): Spearman (26/35) (9 turns)

  • #2


    Discuss. I'm off to the final Blue Jays game of the season - be back tonight.

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    • #3
      Rush a spear in Winestrom to safeguard the city. I'd even consider rushing one now in Taz to deal with the HA if it is moved inside our borders to pillage and cause a general nuisance. Then we could have 2 defenders in both Taz and Winstrom and a spear left over to deal with the HA.

      After removing the HA threat, one spear could be left at the road hub for mobile defence and the other move down to help escort the the cats to The Voice.

      Comment


      • #4
        Thanks, Godel.

        Our improvements, workers and cities are under real threat for the first time, and only one response...

        Comment


        • #5
          What's the current patch version?

          Comment


          • #6
            1.7.4

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            • #7
              Dudes? What are we doing?
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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              • #8
                Originally posted by Godel
                Rush a spear in Winestrom to safeguard the city. I'd even consider rushing one now in Taz to deal with the HA if it is moved inside our borders to pillage and cause a general nuisance. Then we could have 2 defenders in both Taz and Winstrom and a spear left over to deal with the HA.

                After removing the HA threat, one spear could be left at the road hub for mobile defence and the other move down to help escort the the cats to The Voice.
                And 1 cat to Taz and 1 back towards Winestorm.

                If they keep the HA together to go pillaging, we can lead with 1, and if they decide to hit the cities, we may need that extra unit to hold it (even if the odds are bad when we are attacked).

                Also, we need the skirm out of EotS to move towards the threat assuming the shot does not hide a threat from the S or W.
                (\__/)
                (='.'=)
                (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                Comment


                • #9
                  First things first.
                  The smartest thing for Vox to do would probably be to move the chariot 1 and check out the garrison of Wines, they should then attack it, probably.
                  Another smart move would be to then move the entire stack of units to 4 from where it presently is, such that it threatens both cities. Vox wont actually be able to see into the cities to know which is best to attack (They'll need to sacrifice a move to bring a unit close enough to look), but they could flip a coin or something.

                  Lets work on the assumption that Vox WILL do one of those two smart things - that is - either suicide rush Wines, or move 4 and suicide rush either city. They ARE Vox, and WILL do something dumb, but lets not take chances.

                  I believe the smart thing to do is to move the skirm on Hub into Wines. Whip both spears. In Taz, the carryover can go to a skirmisher if need be (meaning if Vox doesn't suicide Wines)

                  This will result in both cities being defended by 2 skirmishers and a spear, which should be more than enough to keep the 4 Vox units at bay.

                  Comment


                  • #10
                    I can't think of anything clearly superior to do with the pult on hub. If Vox are smart, they wont put there units in a place where it can attack them. We COULD put it in wines as extra insurance (it's remotely possibly there 4 units could take down 3 of ours), or we could leave it on hub in case Vox does something dumb with the stack... Putting it in Wines probably isn't a bad idea.

                    Comment


                    • #11
                      Ahhh... I missed the fact that there were four Vox units there, not just one.

                      I go with Blake's suggestion.

                      Comment


                      • #12
                        Originally posted by notyoueither


                        And 1 cat to Taz and 1 back towards Winestorm.

                        If they keep the HA together to go pillaging, we can lead with 1, and if they decide to hit the cities, we may need that extra unit to hold it (even if the odds are bad when we are attacked).

                        Also, we need the skirm out of EotS to move towards the threat assuming the shot does not hide a threat from the S or W.
                        Agree with moving the cat back to Wines.

                        RE Skirm from EotS: From memory we have two units garrisoned there atm. I think its fairly safe to move one out. It will be difficult for Vox to move the stack towards EotS without being counterattacked first. (They recieve no defence bonuses so we won't get a -25% for crosssing river penalty, right??)

                        I don't think Vox would have a chariot or HA lurking in the fog S or W of EotS.

                        Comment


                        • #13
                          Originally posted by Hot Mustard
                          1.7.4
                          Does this patch still include the whipping bug? If not, would it be worth investing a hammer in a spear at EotS just in case something unlucky occurs?

                          Comment


                          • #14
                            Re: Turn 103, 325BC

                            Turn 103, 325BC

                            Units

                            Warriors
                            Thug: 2/2, 0/2 Exp. Fort (EotS)

                            Skirmishers
                            Cantona: 4/4 0/2 Exp. Fort
                            Schumacher: 4/4 0/2 Exp. Fort
                            Toronto FC: Fort (Wines)
                            Nash: Fort (Taz)
                            Neville: Move 9-9 (Hub)
                            Liverpool: Move 3-6 (Wines)

                            Axemen

                            Stack I - Fort
                            Brashear:
                            Domi:
                            Stevens:
                            Redick:

                            Laraque: Fort
                            McTavish: Fort
                            Pronger: Fort

                            Catapults
                            Pfeiffer: Bombard
                            Halle: Bombard
                            Newmar: Bombard
                            Cat IV: Move 3-6 (Wines)
                            Cat V: Move 3

                            Took The Voice down to +6%

                            Spearmen
                            Spear I: Fort

                            Scouts
                            Clarke: Move 1-1 (just in case Vox are far smarter than we give them credit for and have shipped units to the south by boat)

                            Workers
                            Worker I: Farm (3 turns)
                            Worker II: Cottage (4 turns)
                            Worker III: Camp (3 turns)

                            Science

                            Current (44/turn +?): Code of Laws (221/500) (6 turns)


                            Cities

                            Eye of the Storm (Size 5)
                            WF: 1, 44, 74, 7, 78 (same)
                            Growth (2/turn): 20/30 (5 turns)
                            Production (9/turn): Catapult (34/40) (1 turn)

                            Winestrom (Size 4) (poprush - 29 turns)
                            WF: 3, 2, 4, 7 (poprush)
                            Growth (5/turn): 23/28 (1 turn)
                            Production (3/turn): Spearman (40/35) (1 turn)
                            In Queue: Obelisk (4/30), Library (3/90)

                            Taz City (Size 2) (poprush - 34 turns)
                            WF: 3, 14 (poprush)
                            Growth (5/turn): 25/26 (1 turn)
                            Production (1/turn): Spearman (56/35) (1 turn)





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