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Kandros of the Clan - How many powers of 2 do you need?

You're right, that I can be pretty mobile, getting 3 move melee units without any real difficulty. OTOH, I'm against 1 raider civ, which is the Hippus, and 2 Varns that could easily take Raider come turn 140, one of them the Sheaim who luckily won't have to worry about haste too much and the other the Illians who aren't Agnostic either.

Those 3 are going to be significantly more mobile that I can be, even in my culture. So I'm going to have to come up with methods of limiting their mobility, mobility that will let them blow straight past any defensive stacks I have without me being able to interdict them on my turn, using one of the few advantages I'll have - numbers.

Luckily, I do have plans for all of them that could work. Except those damn PoW.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Messages In This Thread
Kandros of the Clan - How many powers of 2 do you need? - by Krill - September 20th, 2011, 08:24
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 11th, 2011, 14:44
Kandros of the Clan - How many powers of 2 do you need? - by Bobchillingworth - October 31st, 2011, 19:36

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