The Plan:
(It wouldn't let me make "signs", so bear with my markers)
D-day is at most 5 turns from now, possibly 4 depending on heal times.
We'll require 2 workers, all our cavalry, and a stack of as many axes as we can muster.
The workers will farm 8 of Foxtrot until D-day.
We'll stage the cavalry and workers at the marker "1". This tile should be out of line of sight of the Sarantine army as it currently stands.
Footmen can be staged at 1 or the current foot staging area on the hill. Sarantium is unlikely to suspect much from the foot soldiers gathering.
On D-day, workers move to marker "2" and road. This opens the door for a scout chariot to hit marker "3" on the same turn. If the Sarantine city is lightly defended, our remaining cavalry can join the scout chariot. If not, they can proceed on top of the workers. Our footmen will cover the workers either way.
At best, we destroy the sarantine city.
At worst, we force them to withdraw the army, and open the area for us to settle in behind.
On the home front:
The other worker stack will farm 7 of Foxtrot to assist FS in growing to it's potential quicker, then on D-day (to allow for healing), will move to reclaim the horses. Our units currently 2 of Foxtrot will cover this worker stack. It will be impossible for Sarantium to take the workers. We should have 2 axes and a spear from the FS area ready to reinforce the units near Foxtrot at this time. These would stage themselve on the jungle hill 4 of foxtrot.
Combined, these two stacks should be enough to crush the sarantine stack if it were to move 8 onto the hill, thus leaving Foxtrot safe, and our horses returned within 7 turns.
The solo worker shall work to connecting Jump City and farming it's corn.
(It wouldn't let me make "signs", so bear with my markers)
D-day is at most 5 turns from now, possibly 4 depending on heal times.
We'll require 2 workers, all our cavalry, and a stack of as many axes as we can muster.
The workers will farm 8 of Foxtrot until D-day.
We'll stage the cavalry and workers at the marker "1". This tile should be out of line of sight of the Sarantine army as it currently stands.
Footmen can be staged at 1 or the current foot staging area on the hill. Sarantium is unlikely to suspect much from the foot soldiers gathering.
On D-day, workers move to marker "2" and road. This opens the door for a scout chariot to hit marker "3" on the same turn. If the Sarantine city is lightly defended, our remaining cavalry can join the scout chariot. If not, they can proceed on top of the workers. Our footmen will cover the workers either way.
At best, we destroy the sarantine city.
At worst, we force them to withdraw the army, and open the area for us to settle in behind.
On the home front:
The other worker stack will farm 7 of Foxtrot to assist FS in growing to it's potential quicker, then on D-day (to allow for healing), will move to reclaim the horses. Our units currently 2 of Foxtrot will cover this worker stack. It will be impossible for Sarantium to take the workers. We should have 2 axes and a spear from the FS area ready to reinforce the units near Foxtrot at this time. These would stage themselve on the jungle hill 4 of foxtrot.
Combined, these two stacks should be enough to crush the sarantine stack if it were to move 8 onto the hill, thus leaving Foxtrot safe, and our horses returned within 7 turns.
The solo worker shall work to connecting Jump City and farming it's corn.