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[Spoilers] Fintourist and Old Harry have nothing to see here

Turn 168 Prologue

Everyone knows that the game is up, there is just no way we can overhaul the leader and take the overall crown, but I think we can aim for second place.
In the thread view war.


We just need to keep fighting...

The important issue in the next few turns is that I think Mack will get galleons, at which point our coastal cities are in trouble. Our best option for that is to take all Mack's coastal cities off him, but that seems unlikely. If he attaches his great general to a galleon then it could be a seven mover which would look like this (warning: very old map):


He needs 10 xp for an amphibious unit, so that's not such a worry. But I think we need at least three units in all our coastal cities from here on, and in Cannae and Om we should have more in case of flotillas of Galleons with GG amphibious units on them.

I logged in to get a map stitch for our battle front. Commodore asked for a map trade which I agreed to, then I voted him over Mack for Apostolic Palace resident - I can't remember what RBmod allows the AP to do, but I definitely don't want Mack to have control! Our next tech is up - do we want to get to Astronomy or Nationalism next? The former will take about ten turns, the latter is five or six. I'll save cash this turn just in case, but I'd rather start drafting.

Mack got Chemistry this turn, which makes me wonder if my paragraph about galleons is a load of nonsense... Is he going for steel and cannons? If so we need to make land gains now, and then work out how to defend ourselves. Curassiers flank Cannons, but that's Nationalism (3600 beakers we're probably getting anyway), Music (900 beakers) & Mil Trad (4800 beakers) while rifles are Printing Press (3200), RP (4300) and Rifling away (6700).

Anyway, for this turn we need to decide which of our prongs to attack with.
1. In the west I think we should unload a knight, (perhaps promote him to sentry) and see if there are any units that will threaten our mini hill-stack and/or stop us taking/razing the city next turn.
2. We have 4 healthy knights and 4 at 8/10 health that we could put on the corn, we can put a sentry chariot on the ruins of peterloo (2a) then on the corn to see what he has available to threaten our stack and in the city. This will strengthen attack 1 but weaken attack 3 and runs the risk of losing our precious knights...
3. If we're going for the bomb city (which will be called either Somme or Stalingrad - any votes?) on t169 we need to put our defensive troops on this tile this turn, available are:
1 Welly
1 Mace
4 Bowmen (95 gold to become longbows)
2 Axes (125 gold to become maces)
I now wish we'd healed on tile 3 rather than the one I picked as then a lot of injured units would get to join in... We also need to remember to move the artist here too. Our super medic chariot is now a 3-mover if you can think of anything that will help with?
3a. With another four workers we can allow some 1-movers stationed here to hit Barcelona (hey, did Mack rename it from Get This?) specifically cats to bombard the walls down.
3b. Any knights we put into the new city will be able to hit Ur on t170
4. I haven't thought about replacing Peterloo, because I don't think we can use it to 1-turn Eridu without giving Mack warning (and because I really like the bomb city plan). Feel free to comment on this too!


I'm not sure we can wait until the weekend for a chat session, are you guys around this evening? (ie from now until 8 hours time?)
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Messages In This Thread
RE: [Spoilers] Fintourist and Old Harry have nothing to see here - by Bobchillingworth - December 19th, 2013, 10:19
RE: [Spoilers] Fintourist and Old Harry have nothing to see here - by Old Harry - January 30th, 2014, 11:42
RE: [Spoilers] Fintourist and Old Harry have nothing to see here - by Bobchillingworth - April 12th, 2014, 12:30

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