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After the 1st skirm: Econ/Strat spit ball session

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  • After the 1st skirm: Econ/Strat spit ball session

    We'll soon have our first skirm. If stats are correct, Vox will have just discovered Archery.

    What do we do 'now'?

    We are ~10 turns from size 5 at flat out food production. Coincidently, we get BW at about the same time. We need to be size 5 to take advantage of the worker and the food/comm from fp's

    Assume we go max food and get to size 5 by turn 43 or 44. What then?

    Cut from chat session with Krill.
    nye
    so, what do you think of GS and Vox?
    Krill
    Toughie,
    Krill
    though I know for certain that I would never trust Vox as an ally.
    Krill
    I'm just not sure if a temporary peace and then backstab would help us more than them
    Krill
    Though to be fair, I'm honestly thrown by playingthe game on normal speed; Even when I play Sp, which is rare I alwasy play on Quick
    nye
    that does change things significantly
    Krill
    indeed, Archers costing 16 hammers speeds things up...
    Krill
    though here normal speed is actually beneficial to us...
    Krill
    due to the crappy Voxian production.
    Krill
    unless they start using every available forest,
    nye
    phnoe
    Krill
    np
    Krill
    Eh, if we could get 3 Skirms over there pretty fast Vox are going to have alot to think about, especially when it comes to planting cities and improving terrain. I just baulk at that use of an extra 50 hammers...
    Krill
    brb
    Krill
    back
    nye
    the problem is timing. we need to be size 5
    Krill
    how many shields does the Skirm currently contain?
    Krill
    the skirm = skirm build
    nye
    18 when we get the turn, i think
    nye
    or 12
    Krill
    it already has more than 12...
    nye
    it works that we need 7 one turn and the skirm is complete at the end of our turn when Vox warrior is adjacent to EotS
    Krill
    so, when the sjirm is built we have 2 food left over, meaning we need 28+24 food = 52 food to grow to size 5
    nye
    it would be 18 at the start of our next turn
    Krill
    ok
    nye
    that gets us to size 4, then we need to get to 5
    nye
    or... you are right
    Krill
    which is, at max food, about 10 turns away from size 5.
    Krill
    that inores the sheep
    Krill
    ignores us of..for the first 8 turns of that ten
    Krill
    Even using the sheep, constantly, we are 8 turns from size 4
    Krill
    from the turn te Skrim is built
    nye
    we should max food, grow, and then work 2 mines
    Krill
    The promblem with that is Vox; what if they have gone max pro? They can get 4 turn archers now
    Krill
    if they jsut got archery, which I think is worst case possible.
    Krill
    well, no
    Krill
    they could have popped archery and are still researching BW
    Krill
    Hey, aren't I king of glom atm?
    Krill
    glom = gloom
    nye
    we shoot ourselves in the foot more the longer we don;t grow max
    Krill
    well, that is true. I even agree with it.
    Krill
    I just wonder what would happen at the turn we grew to size ,5 2 Voxian archers turn up next to the cultural borners
    Krill
    ...size 5, two vox archers...
    nye
    then we build 2 or 3 turn skirms
    Krill
    yeah, but it us being choked, while Vox grows with a settler.
    nye
    pah
    nye
    now too gloomy.
    we have the better units. we can produce them faster. we are not going to be choked
    Krill
    lol
    nye
    the problem isn;t losing. it is taking too much to win
    Krill
    yeah, pretty much
    Krill
    the turn EotS grows to size 5, it is ready to finish a 2nd skirm
    Krill
    we have hunting, archery, and med and 1 turn from poly, right?
    Krill
    med = myst
    nye
    we'll be fine.
    i think so re techs
    Krill
    mining and wheel
    Krill
    as well
    nye
    i think we should outgrow vox
    Krill
    they are already larger than us, so it is more, catching up with Vox
    Krill
    I would agree with that idea, though I would point out, we need to send the Skirm at Vox to trouble that
    nye
    we pass them and outgrow. build cities. send road to them. who cares if the war takes 6 months?
    Krill
    ...
    Krill
    I doubt anyone does
    Krill
    the longest GS has known peace is 8 months anyway...
    Krill
    BTW, hat if it is not just Vox and us on the continent?
    Krill
    damnit, this keyboard is crappy
    nye
    that's the wildcard
    Krill
    care to build a scout next?
    Krill
    so many choices....
    Krill
    and none of them work as well as one hopes
    nye
    yep
    Krill
    Congrats, boys, you made the perfect MP game /annoyed
    Krill

    nye
    you need to take SB into account. woody2 warrior on his way back to EotS on the way to Vox
    nye
    he is 4 turns from eots
    Krill
    true, though he is either a choker, scout or mobile sentry, pick one. Ifa choker, great, Vox can use one less forest, which has no effect on copper, for instance.
    Krill
    HOw fair from the northern hills?
    nye
    4 turns from the sheep
    Krill
    pity we don't have more Forests
    nye
    yep
    nye
    thing is. we don;t need the sheep if we go to max growth
    Krill
    I would be, and am, tempted to proposing using him as a scout down south for goody huts if there are any left, or up north looking for someone else...
    Krill
    yeah, exactly
    nye
    so vox warrior really isn'r harassing us
    Krill
    we want irrigated FPs and cottages
    nye
    no tech yet
    Krill
    yeah, I know, I know
    Krill
    It's funny, I have never done thit when I play with noobs and I get this sort of start. I alwasy just cotage everything adn tech to theo and I have never lost theo, even to a great preist
    Krill
    and now I see this, I honestly stat wondering what to do
    Krill
    OK, I think I would move SP 3, next turn,and head for that forest hill...
    nye
    he should be adjacent to the woods at the start of the turn
    Krill
    sorry, Thug
    nye
    i wonder if vox would give us a border of our choosing
    nye
    brb
    Krill
    I honestly wouldn't consider peace for anythign less than a worker
    Krill
    np
    Krill
    BTW, how do we get 2 turn Skirms with only 2 mined hills and no other improved terrain?
    nye
    i think blake is thinking a third mine
    Krill
    desert hill?
    nye
    plains to the east
    Krill
    so we really do need BW...
    Krill
    we need to be size 6 for consistant 2 turn skirms with those...
    nye
    even without a mine it does 2/3 turn skirms
    Krill
    yup
    Krill
    no realy difference there
    nye
    sheep and one fp net 0
    Krill
    damned typing skills have fallen apart...
    nye
    city food feeds another mine
    nye
    need a farm for the 3rd mine
    Krill
    hell, we can do 3 turn skirms at size 3...
    nye
    brb
    nye
    coffee
    Krill

    Krill
    BW>Agri>pottery>?/AH...that is along time with just fp and cap...
    Krill
    and 5 turn cottages and 7 turn irrigation, right? So, that means anothere worrker is a real must to get the cap going some time soon, and we can't have him short of convincing and then backstabbing Vox in a really bad kinda way.
    Krill
    ah, well,
    Krill
    that free size 5 city has to be worth it...
    Krill
    though that is a kinda false use of the word free
    nye
    we could go long term peace. no need to back stab vox
    Krill
    Looks like we have no where near enough land, to be honest,
    Krill
    we this capital...
    Krill
    with this cap, we really ough to be constantly expanding, and not stopping at 5 cities, IMO. Cottage a few tile for all of the cities, and we can easily reach 8 or so cities, all we ll spaced.
    Krill
    and afford it
    Krill
    The question which we have prebiously discussed is can we aford to buy Vox right now...
    Krill
    The other argument is that they can't manage their land particulary well
    nye
    why assume that? McMeadows is a good player
    nye
    and Done isn;t an idiot
    nye
    in fact, peace would be more dangerous the better they are, after a point
    Krill
    remember what Blake said about using a combination of tiles over several turns. their use of plains river tiles, for example, is worse that using the gold hill fo some turns instead of a river grass ...
    nye
    oh. right
    nye
    timeline for war...
    Krill
    yup
    nye
    1 turn to complete skirm
    10 turns to size 5 and two mines
    2 turns to 2nd skirm (7 ham carry over)
    2 turns to 3rd skirm (4 ham carry over)
    2 turns to 4th skirm (1 ham carry over)
    3 turns to 5th skirm (7 ham carry over)
    2t
    2t
    2t
    3t to 9th skirm
    Krill
    how long to get each skirm to Vox?
    Krill
    and when are we ever going to buidl a settler?
    nye
    add 9 turns to get adjacent to the Voice
    Krill
    you can bump each Skirm one turn up the build list if we constantly build a skirm while growing, BT, and MM it so that the last 2 turns of growth use the shep...
    Krill
    well, maybe not every, but the first one atleast.
    nye
    at size 5 with 2 mines we have 4+4+2 f/h to build settler/worker
    nye
    sorry, 11 f/h per turn
    Krill
    alot goes against the settler then.
    nye
    1 turn to complete skirm
    10 turns to size 5
    9 turns to settler (9 ham carry over)
    Krill
    ah, peace and war...
    Krill
    peace and bloody war...
    nye
    i want to see copper before deciding
    Krill
    good point
    Krill
    that fursther strengths growng to size 5...
    Krill
    my typing sucks again
    nye
    and then, if we go war... we should outbuild them war... to the point where we have multiple cities and can bury them in hammers
    nye
    with vet units
    Krill
    Problem, the secnd city will be very hard to get growing
    Krill
    researchwill suck, we have no workers to cottage with
    Krill
    well,
    Krill
    will suck for longer
    nye
    they have to be worked in there
    Krill
    Eh, Normal speed...
    Krill
    blah
    nye
    but if we want to outbuild them in war, wouldn;t it be better to have peace and a border suitable to us?
    nye
    downsides of peace
    religion spread
    vox builds better
    Krill
    I still want that worker or settler from Vox...
    Krill
    for peace
    nye
    that wouldn;t work
    Krill
    I know, there is the difference between "want" and "will settle for"
    nye
    they won;t agree since their desire for peace is to avoid hurting each other. or so i think
    nye
    ahh. ok
    Krill
    but they have to give something to slow them down
    Krill
    otherwise we give up the advantage of choking them with mutliple skirms
    nye
    i want to see copper first
    Krill
    yup
    Krill
    BTW, they don't know how long it takes us for each Skirm
    Krill
    for all they know we could be ready to just build a couple straight off without growing to kit them with
    Krill
    kit = hit
    nye
    yes
    nye
    we can negotiate a border now and for a little while
    nye
    i should take this back to the team and see if people are in favour of me probing done
    Krill
    I suppose so, though we both would have to understand it does not mean cease fire...good idea...
    nye
    we also need to set a policy for continued war


    So, what policy for war?

    Long outbuilding war where we use a few troops to slow Vox down but we don't fall too far behind the other 5 teams?

    Or try for a short war where we build as many skirms as we can afford and then go bonk some heads, and possibly lose a battle at The Voice if Vox turtle with everything?

    Or no war?

    In any case, we have some time to discuss it. So...
    (\__/)
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  • #2
    As for terraforming...

    We can get 12h/turn with the following configuration:

    Sheep Mine: 1-4-0
    River PH Mine: 0-4-1
    River GLH Mine: 1-3-1 (this is forested, needs to be chopped)
    2x Floodplain 3-0-1
    City Tile: 2-1-1

    Total Yield:
    10-12-5


    It's not a true Skirmisher every 2 (that would require 12.5 hammers) but it's as good as. We also get the chop, to clear the grassland hill.

    That seems to be our best bet for sustained production - be that for skirmishers or settlers/workers.


    As for growing to 5...
    I think we should work the sheep mine full time, even though it does slow down growth (while working the sheep we get skirmisher every 5). It's worth noting that the mine will be delayed by 2 turns due to the Vox warrior (unless they do something dumb with him), this delay isn't really unwelcome since max growth is also good. If we decide we really want to max growth and not work the sheep mine we should instead road the plains hill between EotS and the Sheep after Vox scares him onto that tile, having a road from EotS to Sheep allows us to protect both more easily and also allows the worker to come back more easily to pasture the sheep.

    There is some merit to building roads in general, altough the abundance of rivers in the area and the fact that most are floodplains (+1 turn to build) means that roads are a fairly low-yield investment, compared with what they can be over dry land. I think in this case (in the short run) popping out more units will be more beneficial than higher mobility.

    Comment


    • #3
      The 12 ham city is what I thought you had in mind.

      12,12,12,12,12,12,12,12,12=108 hammers and 4 skirm in 9 turns. Pretty close to 2t skirms.

      Roads to speed our untis would be part of a larger 'build them into the ground' strategy. We would build enough mil units to keep a lid on Vox while building 3 or 4 cities with workers to develop them, and then move on Vox with an overwhelming force. We would have some spare worker actions.

      The risk of that strat would be a third party who gets involved and takes Vox's side. They would have to be close though. If they are far they would likely not see the effort as being worthwhile in the long term, and could do little to nothing in the short term (without horses).
      (\__/)
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      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

      Comment


      • #4
        Good thread, NYE!

        Here are my thoughts on the whole Voxian situation:

        * Peace is not an option. Even if we accept the premise that we're better at land management (which, thus far, it certainly seems that we are), the moment they bring that gold mine online, we have a devil of a time keeping up, tech-wise. Right now, what's saving our bacon is the fact that we have better units (and comparable tech). Give them a leg-up, tech-wise, and our one big field advantage disappears. Simply put, peace (at any but unacceptably high prices that they'd be unwilling to pay anyway), helps them more than it helps us. If we're going for the win, then we need to fully commit to this war right now, and stay behind it till they've been eliminated.

        * Second city...if we wind up with copper inside our borders, then a second city isn't as big a priority as if we don't...IF we don't, then obviously, we need to find us a source of copper and whip out a settler, triple-time, spit out a "copperized" city and go bury them with mainline units and skirms in support (and even if we DO have copper inside the border--doubtful, IMO--a second city would vastly speed their demise, and I think we can all agree that speed is of the essence. We don't want to spend the next two thousand years beating them down, so somewhere in all that skirmisher building, we need to make room for a second city (we've got a number of attractive sites, and can build in a westerly direction, well away from "the front" in what is almost surely "safe" (warrior escort) territory.

        * We can't ignore scouting while the war's on...we MUST find out if other civs are on the continent, so the "spare" warrior we have right now can speed that along by doing some scouting for us, even as we press our advantage with Vox (huts would be a nice bonus here, but the overriding goal would be to find the edges of this landmass and really see what we've got to work with, and who else is sharing it with us). To that end, a scout would be a superb addition to the build order.

        * We shut down all of Vox's best real estate with warriors (fortified on the most defensive terrain we can put them on), and skirmishers (the rest), and augment this force with sufficient troops so that we can KEEP the lock and prevent their own settlers from moving off--without degrading the lock. Meantime, we build our own second city, hook up our copper and grind them to dust.

        * Another civ....*shrug* I do not see this as a concern. It strikes me as unlikely in the extreme (not impossible, surely, and it underscores the need for continued exploration), but unlikely that there's another civ close enough to affect the outcome of this contest, one way or another.

        With regards to our target....I'd be willing to bet that when they get Bronze Working, they'll hit the panic button. With our choke on, and strengthening, they'll want more defenders, more quickly, so they'll pop rush, which will shink their city. But with us occupying all the prime real estate, their growth will be stunted, and they won't be able to recover like they think they will. In their panic, they are likely to shoot themselves in the foot, and/or do something rash, and this is key.

        We scare them.

        We make them defeat themselves, and then we move into our Holy City.

        $0.02



        -=Vel=-

        EDIT: Build particulars

        In order to keep the timing "right" and the initial force total good, I like the four skirm idea (total of five, counting the one we're getting ready to have).

        That occupies our time and our production queue until we know where the copper is, at which time, we'll be wanting both a settler and a scout. So my vote would be, steady on as NYE has outlined:

        the skirm we're currently doing, followed by four more, over the next nine turns

        which should see us hit size five and gain BW

        scout

        settler

        plan from there?

        *** alternately (and this depends on how much immediate-term value is placed on continuing to scout), we squeeze out a scout after this first skirm and send him on his way, then get back to it....has the advantage of coming sooner, meaning better intel sooner, and the possibility of more huts--and one good hut could more than pay for him...come to think of it, yes...I almost like this better...squeeze out a quick scout, and then get back to skirmisher builds til we hit size five and have BW, then settler to put the final nail in their coffin...

        Yes...my revised recommendation would be:

        Finish the current Skirm and send him over to Vox

        Scout, to hug the coast north until he's away from the battle lines, and then, see what else is up that way

        Skirm #2

        Skirm #3

        Skirm #4 (check to see if we have BW yet)

        If BW, and no copper in our borders
        Settler (even if there's no copper in range)

        If BW and copper in our borders
        Skirm #5
        Settler

        re-plan

        -v.
        Last edited by Velociryx; August 8, 2006, 10:22.
        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


        • #5
          Vel I see the same way.

          Comment


          • #6
            [q=Vel]the skirm we're currently doing, followed by four more, over the next nine turns[/q]

            That isn't possible. We are only capable of that after we grow o size 5, which will take 10 turns, IIRC, after the skirm is built, without using the sheep. Right now we are capabe of...almost 3 turn skirms so long as we don't grow...
            You just wasted six ... no, seven ... seconds of your life reading this sentence.

            Comment


            • #7
              Right...misreading on my part...but the *essence* of the plan is unchanged...we grow, and build skirms while we're waiting for BW...if we don't get quite as many as the initial projection I wrote, that's cool...it'll be enough.

              -=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


              • #8
                Vel, where are those skirmishers coming from if we're growing at the same time? The capital will be running 5hpt, skirmisher every 5 - we'll train 2 in 10 turns, and can get a 3rd with a chop.

                I think our worker should finish his mine (well that's a given) and then head to the Grassland Hill and chop it, popping out a scout or skirmisher, he can then mine the hill.

                Why use dotmaps when symbols are so much more uh... symbolic.

                I strongly support founding a 2nd city on the wines, directly between EotS and The Voice. It's a fantastic site with a 3 commerce city tile, plenty of floodplains and the grassland hill to mine (and hill will form part of the road to Vox). And our supply line to The Voice will be firmly secured.

                To the west of EotS, the "sword" city wont help protect EotS from harassment, but it does have better potential for chopping out units and it can share tiles with EotS so can be immediately more productive (no site is particularly stand-out).

                Shield is a sexy whipping colony, if it works un-improved floodplains growth will take:
                Size 1->2 = 7.3
                Size 2->3 = 6
                Size 3->4 = 5.2
                Size 4->5 = 4.67

                It can whip out 2 axemen every 11 turns (size 2->4) or 2 axemen every 10 turns (size 3->5, post border-pop). Considering the commerce it'll bring in just for existing it'll take surprisingly little time to return the investment. And even un-improved it'll be MORE productive than The Voice (once locked down by skirmishers).

                Comment


                • #9
                  RE: Whether to build a scout?
                  How do huts work in MP, is it based on noble level? I haven’t played noble in awhile, but IIRC you can get all sorts of wonderful things from huts at that level including workers and maybe settlers. I’ve also heard that a popping with a scout increases the chances of a good result, but I haven’t confirmed this. A chance at getting a tech/worker/settler would make building a scout sound very desirable.

                  Comment


                  • #10
                    Blake: Agreed re: my assessment....a closer reading (also pointed out by Krill) reveals that my timing and numbers were off, but the essence of the plan is still quite solid. We grow, sacrificing hammers and skirm completion speed (but still getting enough out to perform the choke, more than possible, even on the slower timetable, especially if we use one chop to do it--this gives us a total of four Skirmishers, rather than the five I initially claimed for the timeframe...one less, however, should not be telling in terms of their overall impact to Vox), and plant a second city.

                    For safety sake, I'd be more inclined toward the site you've outlined via the "sword", with a city built on the wines dropped down shortly after we demolish Vox, but both sites would serve excellently for our purposes, and it really comes down to "where the copper is" as our preference for one or the other--or something entirely different--will change once we see where the copper is, or if it's present at all.

                    re: Scouts...no free settlers or workers on Noble, but the Scout *does* guarantee that you won't get a bad result, so yes...the sooner we get him out hunting, the better off we'll be, no doubt.

                    -=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


                    • #11
                      I like the aggresive "build into them" approach Blake advocates, but I think planning our 2nd city before we discover BW is premature. We have to know where the copper is! Once we do, we can make an informed choice.

                      As for the war... well, I'd really like to just take them out. But only if we think it can be done without crippling ourselves in the process.

                      -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


                      • #12
                        Can't get settlers or workers on noble and above, but scouts are still the best units for uncovering terrain.

                        Turn 32: WF 2, 4, 8, 2hpt/4fpt
                        Turn 33: WF 4, 8, 87, 5hpt/3fpt, Worker finish mine
                        Turn 34: WF 4, 8, 87, 5hpt/3fpt, Skirm1 built, 0 hammer spill over, build Scout1, worker 2
                        Turn 35: ditto, Worker Mine
                        Turn 36: WF 4, 23, 87, 8hpt/0fpt, Scout1 built, 0 hammer spill over, build scout 2
                        Turn 37: ditto
                        Turn 38: WF 4, 7, 87 Mine2 complete
                        Turn 39: WF 4, 8, 88, 1hpt/5fpt, Skirm2 built, 0 hammer spill over, build Skirm3, worker 6 road
                        Turn 40: ditto
                        Turn 41: WF 4, 8, 9, 88, 1hpt/6fpt, 0 food stored
                        Turn 42: ditto
                        Turn 43: ditto
                        Turn 44: ditto
                        Turn 45: ditto
                        Turn 46: WF 4, 8, 87, 88, 5hpt/4fpt
                        Turn 47: Grow to size 5, 12 hammers stored in Skirm 3.


                        Please check for eras, I haven't played any PBEM in CIV...
                        Last edited by Krill; August 8, 2006, 16:54.
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

                        Comment


                        • #13
                          We need Catapults. Even if we deny them Copper they can hole up in their capital and be really annoying by denying us that awesome spot. My guess is that building a second city early on will get us to Construction faster than expanding upward.

                          I think 2 Skirmishers is sufficient for now. We can always build more if it gets dicey out there. It's not like we need a dominating presence in their region, just enough to keep them off Copper or Iron. I would even let them have the Gold if they really want it: what can they possibly reasearch with it in time? Construction? Feudalism? Letting them do some research might reduce our tech costs (I'm thinking of Iron Working here in particular).
                          And her eyes have all the seeming of a demon's that is dreaming...

                          Comment


                          • #14
                            I don't like the survivability of scouts with wildlife soon giving way to barbs AND Vox warrior(s) to our north.

                            If we want to scout, do it with a warrior, or preferably a skirm.

                            In the meantime, with Fido moving off, SB can use the woods to our South to speed around and uncover other possible sites for nearby metals.

                            As for ques, I agree with Blake and growing through Vox. Size 5, a couple skirms to defend and keep a lid on Vox, and then settler. Depending on techs and times to build improvements we may need to 'work' a worker in there.
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                            Comment


                            • #15
                              I agree that cats would be damned nice to have in this situation, Dom...and I think we should make it a mid-range priority, for sure...but I also think we can take them out before then.

                              I honestly believe that fear will drive them to rash action, and that rash action will lead them to make a fatal, exploitable mistake, without the need to wait so long as cats to finish them.

                              If the opportunity presents itself, we need to be ready, even while making for the unit that would utterly doom them (in truth, we could take them with nothing more than cats and skirmishers, but there's really no point in that).

                              Still, I agree....no matter what happens with the copper/iron situation, cats would be the...meow.

                              I don't like the idea of giving them anything to work with tho...let's just kill them and have done with them. The longer they live...the more they research (even if this provides US some nominal advantage) the more likely it is to bite us in the arse.

                              Less risky to just choke the life out of them.

                              re: skirmishers and scouting...if we're not gonna USE a scout, then let's use the woody II warrior...he's the next best thing, and already on the table. Just toss another Skirmisher on the pile to take his place, but if we do that, then let's send him packing as soon as the first skirmisher hits the table, if not before.

                              -=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.

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