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looking at it currently, and depending on what Scooter does.. id be in favor of shoving all of the southern units into scooter.. get your Groove online, and eat that dragon. Once that is done ( dragon dead ) push up thru the middle and we can take over the middle. I have need of one of your northern wagons to grab my mage by the barracks for long-range anti-air vs CH's non-stop Aeronaunts. Otherwise, just transportation of spears would be a good use for them imo.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Bobchillingworth
Unregistered
Yeah, you're spread very thin in the north. I'd keep the Giant on defensive ground, CH has enough in-theater to pick it apart. Probably best to just move it 1N and pop the Skeleton, while Ryota neutralizes the village.
I'll need to see what scooter does, but I can probably afford to send you one of my Spears via Wagon conveyance this turn; let me know where you'd want it. Will position the other two Wagons to pick up one of your backlines Spears and your most distant Mage.
Probably won't be able to actually play for quite some time.
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hmm.. yeah, i could do that. OR was thinking, is it worth it to use the 2nd mage to heal the dmg'd spear + dmg'd mage, so that that dmg'd mage can hopefully pop the Aeronaut? Figure the slightly healed, but damaged spear can move where the giant currently is, and the giant can move 1s and kill the soldier. The healthy spear can then move to where you wanted the giant, and crit the soldier.
Or, what i had originally planned on doing: Moving the new mage to kill that soldier.. dmg'd mage can run and heal at that town, Giant can move 1s, kill soldier.. 2hp spear runs 2s of the town, and the healthy spear runs and crits the soldier 1s1e of the town. Ryota kills town. Thoughts?
On the wagons- South wagon can pick up my new spear? OR that south wagon could grab one of those spears you have, and bring it as far to the north/east as possible? As far as your north wagon(s) so long as one grabs the new mage, im fine with whatever the other does.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Bobchillingworth
Unregistered
Proposed Wagon moves:
The red " ? " doesn't indicate where that Wagon will end, just that I'd send it in that direction, destination & Spear drop-point TBD at your discretion.
Bobchillingworth
Unregistered
I prefer your original plan. Try to conserve your non-Spear units in the theater, we have a mobility and quality advantage there but are severally outnumbered, so each loss will have an outsize impact. CH is going for a quantity over quality approach, flooding the area with more disposable bodies than you can kill each turn.
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I think, keep that spear heading towards the middle: and send that wagon towards the farther spear for pickup. ( the one in red-question ) They have alot of units heading towards the center. i think our Southern situation is great, Center needs immediate defense, and the north im working all my gold into currently, so we should be good there soonish.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
April 2nd, 2019, 00:26
(This post was last modified: April 2nd, 2019, 00:27 by superdeath.)
Posts: 8,626
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I think ive got a brilliant plan:
Ok, so move Sigrid to 1s of the wagon, attacking the wagon. That SHOULD put her at her groove. Spears can kill the swordsman, and close off the entryway to the center. With your groove online, there is no point in him running the dragon and closer.. Aeronaut cannot be attacked by anything cept an archer where it is, and no archers are within range atm. My swordsman ( if you dont send yours first ) will attack the knight and we can pin those in while shoving spears in.. sound good? Be aware to only move forward enough to be still protected by the treb, until we have dealt with the knight/wagon crap.
Moving Sigrid there not only gives her an instant groove next turn, it also gives her +2 defense, and she can only be attacked by 2 things..
How only 2 things? Well, the dragon. and the mage.. both together wont kill you. Not with +2 defense, and neither critting. Also, after using the Spear 1west of the red swordsman to kill the Swordsman, id move the 2hp spear where the swordsman was and use him to boost another spear to attack 1w of the wagon. THEN, bring the last spear ( 1east of the 2hp spear ) up, and kill the blue swordsman with a crit. Golem/giant can be moved.. 2w of the red wagon, and the aeronaut can probably stay where it is now? Thoughts?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Posts: 8,626
Threads: 92
Joined: Oct 2017
IF that last spear cannot get enough movement points to move how we'd like it.. id place it 1east of the commander to help block a direct dragon hit.
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
Bobchillingworth
Unregistered
Made most of my moves, but we need to figure out what to do in the center; keeping everything in place could lead to the Treb getting hit, as scooter can probably kill your Infantry in front using one of his own Infantry + the Archer, allowing the Knight to strike. I could sacrifice one of my own Infantry to weaken Scooter's, if that will damage it enough to prevent it from killing yours.
Also need to figure out what I should build... tempted to either build a Vamp + two Spears, or a Spear in the back and Knight in the front barracks. My army is reasonably strong but lacks mobility, since the Wagons are currently occupied.
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looks like could move the vamp/harpy to the right of the southern town, or keep it where it is.
If you want to use your swordsman to attack the knight, that would be best imo. That would basically trap his knight, and force him to use another unit to kill the swordsman to free the knight to run.. and it can only run where it would get hit by the treb, OR a spear.. so PLEASE: Attack the knight with your swordsman.
As far as build options, i think spear-swordsman. with spear in the back, and swordsman in the front.. and push forward with Sigrid + swords/mage. imo.
Next turn using 700+gold + your income, another giant?
"Superdeath seems to have acquired a rep for aggression somehow. In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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