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Turn 100, 400BC

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  • Turn 100, 400BC

    Turn 100, 400BC

    Units

    Warriors
    Spinebreaker: 2.0/2 9/10 Exp (W2). Move 1-?
    Thug: 1.0/2, 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) Move 1-1 (attack barb)
    Liverpool: Fort (Hub)

    Axemen

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

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Move 6
    Halle: Move 6
    Newmar: Move 6

    Spearmen
    Spear I: Move 6

    Scouts
    Clarke: Fort

    Workers
    Worker I: Road (military road to The Voice)
    Worker II: Cottage (last turn, next task?)
    Worker III: Move 3-2 (will start Deer camp next turn)

    Science

    Current (40/turn +?): Code of Laws (60/500) (8 turns)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 14/30 (- turns)
    Production (9/turn + 2): Worker complete, start ???

    Winestrom (Size 5) (poprush - 12 turns) This fits within our happiness cap here - rush?
    WF: 3, 2, 1, 4, 7 (change for food)
    Growth (5/turn): 22/30 (2 turns)
    Production (3/turn): Catapult (8/40) (11 turns)
    In Queue: Spearman (3/35), Obelisk (4/30), Library (3/90)

    Taz City (Size 4) (poprush - 17 turns)This fits within our happiness cap here - rush?
    WF: 3, 2, 1, 14 (same)
    Growth (7/turn): 22/28 (1 turn)
    Production (1/turn): Catapult (2/40) (38 turns)
    In Queue: Spearman (1/35)
    Last edited by Hot Mustard; September 18, 2007, 09:19.

  • #2
    1) What to build in EotS? A Settler for Furs or Ivory would be great, but I don't think we have this war slam-dunked yet.

    2) Wines and Taz are at their health cap, so I think moving the new worker to the Deer is best, but feel free to disagree. With only 1 turn left on that central cottage I suggest we finish it, and then we can send that worker any number of places - another Cottage FP for Taz, mine hill for Wines, farm grassland for wines, road to Ivory - let's hear the preferred priority for those.

    3) The Cats are rushable, but those cities grow in 1 and 2 turns - wait for growth first? Or do we want to save the rushes for the Spears if needed? I think we want those Cats down the road asap, personally. Still no sign of horses, but the way I'd play it would be to lie in wait until the EotS attack began, then pounce from above with the horses. SB is almost in position to fog bust a chunk of the north-eastern blindspot.

    We have the save folks, so timely input would be appreciated.

    Comment


    • #3
      Originally posted by Hot Mustard
      1) What to build in EotS? A Settler for Furs or Ivory would be great, but I don't think we have this war slam-dunked yet.
      I agree; mass Catapults until the war is over.

      2) Wines and Taz are at their health cap, so I think moving the new worker to the Deer is best, but feel free to disagree. With only 1 turn left on that central cottage I suggest we finish it, and then we can send that worker any number of places - another Cottage FP for Taz, mine hill for Wines, farm grassland for wines, road to Ivory - let's hear the preferred priority for those.
      Put a Mine on a Grassland Hill for Winestrom.

      3) The Cats are rushable, but those cities grow in 1 and 2 turns - wait for growth first? Or do we want to save the rushes for the Spears if needed? I think we want those Cats down the road asap, personally. Still no sign of horses, but the way I'd play it would be to lie in wait until the EotS attack began, then pounce from above with the horses. SB is almost in position to fog bust a chunk of the north-eastern blindspot.
      With enough Cats it won't matter if we're mopping up with Spears or Axes against Archers, so it makes sense to get the Spears in place now. I wouldn't expect them to continue building Archers now that they have Horse Archers. They'll probably try some tactic with their mobility advantage.

      Are we counting turns for Hammer decay on the queued units?
      And her eyes have all the seeming of a demon's that is dreaming...

      Comment


      • #4
        Originally posted by Dominae


        I agree; mass Catapults until the war is over.



        Put a Mine on a Grassland Hill for Winestrom.



        With enough Cats it won't matter if we're mopping up with Spears or Axes against Archers, so it makes sense to get the Spears in place now. I wouldn't expect them to continue building Archers now that they have Horse Archers. They'll probably try some tactic with their mobility advantage.

        Are we counting turns for Hammer decay on the queued units?
        No, no counting happening.

        They can't build horse archers in their capital - not connected.

        "With enough Cats..." - well we have 3 now and that has been suggested to be not enough. Do we rush these two, and slow build the spears, or vice versa?

        Comment


        • #5
          Hammer decay for units (not buildings) begins after 10 turns, so we should probably begin counting how long each unit build stays in the queue.

          Vox does have a city with access to Horses though, correct? Would our choke be able to prevent reinforcements entering their capital?

          3 Cats is not enough; I suggest 8+. Those 3 first Cats should make their way over and begin bombarding. Now that we're committed to building a couple of Spears we might as well finish them before the next set of Cats as insurance against possible Horse Archers. I would finish those first. I'm not at all familiar with the micro so I'll leave someone else decide when to poprush.
          And her eyes have all the seeming of a demon's that is dreaming...

          Comment


          • #6
            Could Vox conceivably flank us and hit one of our cities with Horse Archers? I'm thinking of Tax in particular.
            And her eyes have all the seeming of a demon's that is dreaming...

            Comment


            • #7
              Taz, sure. SB will help reveal map to help warn us, but it could be coming already.

              We have 1 turn on the Spears queued, and now we have 1 turn on the Cats - so you think we should switch back to the Spears and maybe rush them?

              Vox's coast city is built on top of horses.

              8+ cats, and more spears first is going to take a long time - am I foolish to hope that we can end this war faster? The first three cats are enroute - first bombard in 2 turns after this one.

              Comment


              • #8
                Re: Turn 100, 400BC

                Turn 100, 400BC

                Units

                Warriors
                Spinebreaker: 2.0/2 9/10 Exp (W2). Move 1-3
                Thug: 1.0/2, 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) Move 1-1, Attacked barb - victory, no health lost
                Liverpool: Fort (Hub)

                Axemen

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

                Laraque: Fort
                McTavish: Fort
                Pronger: Fort

                Catapults
                Pfeiffer: Move 6
                Halle: Move 6
                Newmar: Move 6

                Spearmen
                Spear I: Move 6

                Scouts
                Clarke: Fort

                Workers
                Worker I: Road
                Worker II: Cottage (1 turn)
                Worker III: Move 3-2

                Science

                Current (40/turn +?): Code of Laws (60/500) (8 turns)


                Cities

                Eye of the Storm (Size 5)
                WF: 1, 44, 74, 7, 78 (same)
                Growth (-/turn): 14/30 (- turns)
                Production (9/turn + 2): Worker complete, start Catapult

                Winestrom (Size 5) (poprush - 12 turns)
                WF: 3, 2, 1, 4, 7 (change for food)
                Growth (5/turn): 22/30 (2 turns)
                Production (3/turn): Catapult (8/40) (11 turns)
                In Queue: Spearman (3/35), Obelisk (4/30), Library (3/90)

                Taz City (Size 4) (poprush - 17 turns)
                WF: 3, 2, 1, 14 (same)
                Growth (7/turn): 22/28 (1 turn)
                Production (1/turn): Catapult (2/40) (38 turns)
                In Queue: Spearman (1/35)







                Comment

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