(October 25th, 2013, 21:06)BaII Wrote: Also as a heads up LBs are not really that good of a medic 3 unit since they get defensive bonus's and will likely to be one of the first units hit. This is why cavalry units are much better as medic 3 as they don't usually defend and they have 2 moves to expend so they have greater flexibility in where they go so you have more options for the medic 3 healing.
The only unit I had as a Medic III option to get there in time was a Longbow, so I figured it was worth it.
WilliamLP offered peace, I rejected to see the situation (Specifically, if I was strong enough to take a city back), then re-offered after whacking 2 Camel Archers. He still has no chance to take the city (His attack failed and only killed a little and since I just attacked with Spears, all the Longbows and such will get Medic III healing, with an additional Spear completed EOT). I'm going to beeline Guilds and see if I can get Iron: If so, I figure we might want to go all in with mass Knights or something to at least carve out a little territory or die trying, as our culture plan is entirely ruined, but our military producers aren't too bad. We'd need iron and Machinery -> Guilds, though: I'm going after Iron Working first because we have the gold to complete it in 2T right now and it'll let us see if we need to try and beg for iron. Of course, our horse trades could be cut off, but we have two people giving it to us...so hopefully, given our crippledness, they won't cancel them in hopes we harass WilliamLP/Xenu.