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Square Leg is Garrim Gyrrrrrrr - An Angry Dwarf

Turn 43

With a little MM Mysticism is due in 1t instead of 2t which I think is a better deal since it means an extra turn of God King and Agrarianism. I change the tile like this and then realise I am skimping on a hammer for some reason:

[Image: T43%20%281%29.JPG]
[Image: T43%20%282%29.JPG]

Thats better. Silly Square Leg. smoke
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Turn 44

A picture says a 1000 words...

[Image: T44%20%281%29.JPG]

Great - that means I can revolt to God King and Agrarianism, which I do straight away and after pressing enter our capital looks like this:

[Image: T44%20%282%29.JPG]

We can grow 1 more size and then max out working:

City 2,2,1
Corn 7,0,1
PF x 7 7,14,0


Total 16f, 16h, 2c

So hammer-wise that is 16h+3h (GE) *60% = 30h. Can anyone say 2t wood golems? yikes

I have Mining in as the next tech but because I revolted this turn there aren't any beakers invested in it. I am planning on changing that to EXPLORATION instead so that I can build some 1t roads with my mud golem. I will draw up a road plan shortly but I hope that I can get a reasonable attack force at serdoa's door in the next 15t. shhh Don't tell him.




And we are now up to date! jive
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Oh and something that also happened was...

I jumped to first in score... alright urgh. That's what happens when you bulb early...
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Square Leg Wrote:ok ok - I posted in your thread first as a penalty! :neenernee

*grumpy noises*

Stop slacking off from your dedlurker duty to spam my FFH PBEMIII thread!

hammer


Square Leg Wrote:Whatya! Seriously - anyone need any paint lessons - give me a shout. lol

*waves hand* My uber-eleeet Paint Skilzz could use a boost. wink


Quote:GO GO GADGET DEFENDER BOOTS. Grumpy activated his skillz and ran away from the lion with only 0.4 health left! jive The lion is also injured to 0.4 health and so I send Iskender a little note:

That 10% retreat chance from Defender comes in handy now and again. wink
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Thoth Wrote:*grumpy noises*

Stop slacking off from your dedlurker duty to spam my FFH PBEMIII thread!

hammer

Well, you are doing such a good job I don't know what more to add? lol


Thoth Wrote:That 10% retreat chance from Defender comes in handy now and again. wink

Actually, that reminds me. I wanted to explain how the Defender trait works:

•Free Homeland Promotion for
Recon, Melee, Mounted, Archery &
Disciple Units
•Double Production speed of
Palisades, Archery Range & Walls

So it is similar in a way to PRO in bts. Double speed production for Archery range is nice if you are specialising Archery units and I do have a special Archer unit in the Dwarven Slinger. Having said that I don't plan on building any... lol Palisades and walls are useful if you opponent doesn't have collateral but again, I don't plan on building many, if any. Maybe in border cities - I have Earth mana also so my adepts can cast wall of stone if needed.

That leaves the Homeland promotion:

•+10% MUSCLE inside Cultural Borders
•+10% Withdrawal Chance

bow

ha ha - the +10% strength inside your borders does help clearing out barbs making warrior on warrior combat better than a coin flip and the withdrawal chance we have just seen in action. A nice boon but nothing you can base a strategy around.

All in all it is a bit weak, especially if you consider it against, Raiders, Financial or Philo etc...

There is talk in the Pairing thread that Garrim should be ARCANE. Personally I would LOVE to play Garrim Gyr if he was ARC/FIN. A golem army supported by mages would be so much fun! Of course it is possible at the moment to build that army but arcane would make it better and quicker to set up.
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Square Leg Wrote:Well, you are doing such a good job I don't know what more to add? lol

:neenernee


Quote:bow

ha ha - the +10% strength inside your borders does help clearing out barbs making warrior on warrior combat better than a coin flip and the withdrawal chance we have just seen in action. A nice boon but nothing you can base a strategy around.

All in all it is a bit weak, especially if you consider it against, Raiders, Financial or Philo etc...

.

Defender is a bit of a weak trait but the leaders who get it are strong in other respects.

And it does come in handy sometimes....wink
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Note to self:

44 - WG due in 2t
45 - WG due in 1t
46 - WG completes (change tiles to max hammers)
47 - WG due in 1t
48 - WG completes
49 - WG due in 1t
50 - WG completes
51 - WG due in 1t
52 - WG completes
53 - WG due in 1t
54 - WG completes
55 - WG due in 1t
56 - WG completes

Ok - so that's a lot of WG's! lol Power is going to hit the moon and be seen a mile off.

6 wood golems ready to march on T57 or I could send 4 on T53 with warrior support followed by another 2 shortly afterwards....
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Any reason you are looking at a total of 6?
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Jkaen Wrote:Any reason you are looking at a total of 6?

It was a nice number? lol

I don't know really. I threw this out there so I could refer to it later on. I'm thinking that 4 WG's plus warrior support followed by another 2 a few turns later may be better.
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This thread is very funny! lol

Are you going to build Barnaxus for the rush, SquareLeg?
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