Turn 142
We meet Oxy/BaII - I offered OBs, but given that they aren't necessarily playing their turns I dunno if they'll accept. Lots of border tension over here
.

Our EP spending gives us sight on dtay's core. Saying something about boots being on other feet from PB13 feels appropriate. If we had a bunch of galleons we could cause some consternation in the lightly defended coastal cities, but I'm sure he'd be thinking the same if he'd seen our lightly-defended coastal cities.

On the Mardoc front I really wanted to get a promotion on our pike (it won't speed it's healing, but it won't slow it either and a 12.6 strength unit should beat those Wellys easier than a mere strength 12 unit), but he only got 82% vs the 3.0/7 Welly, so I used a catapult to injure it a bit more:
- Cat vs 3.0/7 C1 Welly 99%... Withdraw! And a Great General is born
the combat log doesn't show any hits for the cat, but the Welly is down to 1.8
. I presume we settle the GG in Hazelnut?

- 2.4/6 Pike vs 1.8/7 C1 Welly 98%... WIN (no hits)
- 5.4/6 HA vs 1.4/7 C2 Welly 99%... WIN (no hits!)
Wahay! The HA gets a view into the cap again, so the question is what do we do this turn?

- Promote and heal the stack in place
- Move the stack towards Infrared
- Retreat
I'd go for the former, then next turn we can:
- Heal the stack in place
- Move the stack towards Infrared
- Attack!
I'd go for the second option then on turn 144 we cat the defences a bit or suicide them before taking the city that turn.
Our stack can have a Knight, Mace and Cat added this turn, then another two Knights added next turn. Another question for this turn is what promotions should our Knights get? I presume going up the combat line is good for you (much as I'd love to give them amphibious)? I'll log back in in the next five hours or so to give the promotions and end turn.

Demos and power
We meet Oxy/BaII - I offered OBs, but given that they aren't necessarily playing their turns I dunno if they'll accept. Lots of border tension over here

Our EP spending gives us sight on dtay's core. Saying something about boots being on other feet from PB13 feels appropriate. If we had a bunch of galleons we could cause some consternation in the lightly defended coastal cities, but I'm sure he'd be thinking the same if he'd seen our lightly-defended coastal cities.
On the Mardoc front I really wanted to get a promotion on our pike (it won't speed it's healing, but it won't slow it either and a 12.6 strength unit should beat those Wellys easier than a mere strength 12 unit), but he only got 82% vs the 3.0/7 Welly, so I used a catapult to injure it a bit more:
- Cat vs 3.0/7 C1 Welly 99%... Withdraw! And a Great General is born


- 2.4/6 Pike vs 1.8/7 C1 Welly 98%... WIN (no hits)
- 5.4/6 HA vs 1.4/7 C2 Welly 99%... WIN (no hits!)
Wahay! The HA gets a view into the cap again, so the question is what do we do this turn?
- Promote and heal the stack in place
- Move the stack towards Infrared
- Retreat
I'd go for the former, then next turn we can:
- Heal the stack in place
- Move the stack towards Infrared
- Attack!
I'd go for the second option then on turn 144 we cat the defences a bit or suicide them before taking the city that turn.
Our stack can have a Knight, Mace and Cat added this turn, then another two Knights added next turn. Another question for this turn is what promotions should our Knights get? I presume going up the combat line is good for you (much as I'd love to give them amphibious)? I'll log back in in the next five hours or so to give the promotions and end turn.
Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld