Announcement

Collapse
No announcement yet.

Turn 106, 250BC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Turn 106, 250BC

    Turn 106, 250BC

    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
    Nash: Fort (Taz)
    Neville: 2/2 (hub) Move ?
    Liverpool: 4/4 2/2 Exp. City Garrision I. Fort
    New Skirm from Taz: Fort? Name?

    Axemen

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

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Fort
    Halle: Fort
    Newmar: Fort
    Cat V: Fort
    Cat IV: Move from Wines to The Voice
    Cat VI: Move from Wines to The Voice
    Cat VII: Move from Wines to The Voice


    The Voice 3% cultural defence - bombarded to 0%

    Spearmen
    Spear I: Fort
    Spear III: Escort cats to The Voice?

    Scouts
    Clarke: Move ?-?

    Workers
    Worker I: Road (if safe)
    Worker II: Cottage (1 turn)
    Worker III: Road on deer camp

    Science 80%

    Current (?/turn): Code of Laws (327/500) (3 turns)

    Treasury 20%

    Current 49g (-4g/turn)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (2/turn): 26/30 (2 turns)
    Production (9/turn): Spearman (2 turns)

    Winestrom (Size 4) (poprush - 36 turns)
    WF: 2, 4, 7, 1 (growth)
    Growth (6/turn): 13/28 (3 turns)
    Production (1/turn): Build orders? (29 hammers overflow)
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 4) (poprush - 31 turns)
    WF: 2, 6, 14, 1 (growth)
    Growth (6/turn): 13/28 (3 turns)
    Production (1/turn): Build orders?

    In-game diplomacy
    Accepted Currency from AC (we owe them CoL)

    Distant events
    None
    Last edited by Godel; October 17, 2007, 05:55.

  • #2
    Important We need to tell AC what we are going to research next. They are planning on giving us Currency which will give a discount off CoL. We want to receive currency when AC play their turn.

    Comment


    • #3
      Another Vox chariot has appeared. The HAs are healing.



      Build orders? And, should we send the Spear (currently in Wines) to escort the last three Cats to The Voice? Or should the Spear remain with our cities for home defence?
      Last edited by Godel; October 17, 2007, 06:54.

      Comment


      • #4
        Barb warrior to the west of EotS:



        Garrison at The Voice:

        Comment


        • #5
          Military build-up at The Voice - Update

          The Voice now has 12 archers as garrison.
          We can assemble 7 Catapults, 7 Axemen, 1 Spearman and 1 Skirmisher to attack The Voice within 5 turns (including this turn).

          Comment


          • #6
            No suggestions?

            OK. I propose moving Neville to Taz. That gives 3 skirms to defend Taz against 2 promoted (almost full strength) HAs.

            Keep SpearIII in Wines. Then Wines has a Spear and Skirm as garrison.

            Send three Cats from Wines towards The Voice. If the HAs give chase then the cats can make it to the forest in time where a couple of axes can defend them.

            Build orders:
            - Wines (33 hammers) builds Skirm. That gives 2 Skirms (1 is CG1) and Spear to fend off 2HAs and a chariot.
            - Taz begins Spear. The main reason is that, if the HAs and chariot (and perhaps more units from the fog) move onto the hub in two turns, then all cities are under threat and we have no reply other than to launch a mini counterattack. (This spear should probably be whipped next turn.)

            This possible threat leaves one question: should we send all three Cats to The Voice, or leave one Cat at Wines?

            I need to get to work soon... would appreciate some responses in the next hour

            Comment


            • #7
              We can't take the Voice with those number, I think. How about an Axe in Wines (overflow boost), and another Spear in Taz? There is a spear from EotS coming - so that will be a spear for each of the front cities.

              Alternatively we could go two spears, but I do worry about how we take out all those archers with fewer Axes, regardless of how much the Cats weaken them - we can't let them heal after the barrage.

              Comment


              • #8
                Thanks HM. Vox has 2HAs and 1 chariot that can attack Wines on their turn. So we could use the hammer overflow for the axe (built in two turns) as long as the cats are left in Wines as garrison this turn.

                The spear being built in EotS may needed to deal with the Barb warrior, depending on what it does.

                Blake seemed to think that we had enough troops to take The Voice... I can't say that I have experience at attcking a city with 12 archers, having only played SP. Has anyone done some modelling on this?
                Last edited by Godel; October 17, 2007, 19:27.

                Comment


                • #9
                  HM, if you think we need more input, say so and I will post in the turn discussion thread. Otherwise, I can wait another 40 minutes or so before I play the turns and go to work. If I play the turns, I'll adopt the conservative approach that you suggested.

                  (I do feel reluctant about announcing an extension though... It is not as though we have been caught by surprise on anything. We are just lacking solid input from the majority of the team.)

                  Comment


                  • #10
                    7 catapults will absolutely trash the archers. The first 3 catapults will have a significant chance of die/retreat, the ones after that will almost certainly win. The axemen will have free-wins, almost.

                    Comment


                    • #11
                      Yes the cats should bring the defense down to the point that some cats will kill their opponent. If we wait forever, we only make it tougher to get back in the race.

                      Comment


                      • #12
                        OK, then. Blake has been the orchestrator of the entire war strategy to date, so I take his word on it. Playing the turns now.

                        Comment


                        • #13
                          Turn 106, 250BC

                          Turn 106, 250BC

                          Units

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

                          Skirmishers
                          Schumacher: 4/4 0/2 Exp. Fort
                          Nash: Fort (Taz)
                          Neville: 2/2 Move from Hub to Taz
                          Liverpool: 4/4 2/2 Exp. City Garrision I. Fort (Wines)
                          Skirmisher V: Fort (Taz)

                          Axemen

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

                          Laraque: Fort
                          McTavish: Fort
                          Pronger: Fort

                          Catapults
                          Pfeiffer: Fort
                          Halle: Fort
                          Newmar: Fort
                          Cat V: Bombard
                          Cat IV: Move from Wines towords The Voice 3-3
                          Cat VI: Move from Wines towards The Voice 3-3
                          Cat VII: Move from Wines towards The Voice 3-3

                          The Voice 3% cultural defence - bombarded to 0% by Cat V

                          Spearmen
                          Spear I: Fort (near The Voice)
                          Spear III: Fort (Wines)

                          Scouts
                          Clarke: Move 4-4

                          Workers
                          Worker I: Road (done)
                          Worker II: Cottage (done)
                          Worker III: Road deer camp

                          Science 90%

                          Current (?/turn): Code of Laws (327/500) (3 turns)

                          Treasury 10%

                          Current 49g (-11g/turn)


                          Cities

                          Eye of the Storm (Size 5)
                          WF: 1, 44, 74, 7, 78 (same)
                          Growth (2/turn): 26/30 (2 turns)
                          Production (9/turn): Spearman (2 turns)

                          Winestrom (Size 4) (poprush - 36 turns)
                          WF: 14, 7, 1, 2 (growth)
                          Growth (2/turn): 13/28 (8 turns)
                          Production (5/turn): Spearman (1turn) (30 hammers overflow)
                          In Queue: Obelisk (4/30), Library (3/90)

                          Taz City (Size 4) (poprush - 31 turns)
                          WF: 14, 1, 3, 4 (growth)
                          Growth (6/turn): 13/28 (3 turns)
                          Production (1/turn): Spearman (34 turns)

                          In-game diplomacy
                          Accepted Currency from AC (we owe them CoL)

                          Distant events
                          None

                          Comment


                          • #14




                            Comment

                            Working...
                            X