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[SPOILERS] Smackdown Game Thread

Oh, yup, colossus is built. If not we would try for it for sure.
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You should have waited until Ichabod made ten posts saying you should build the Colossus first. wink
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(May 20th, 2013, 20:44)NobleHelium Wrote: You should have waited until Ichabod made ten posts saying you should build the Colossus first. wink

It worked with The Great Lighthouse, you know? smoke
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Gung-ho archer.
[Image: t66_1.JPG]

We killed a chariot which slowed a feared advance by pillaging a road. Also, we used an archer to pillage a road ourselves.
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We found our stone! By "our" stone, I mean stone which is in the southern half of the map (though technically, closer to sumeria than to holy rome), and slightly closer (we believe) to RMOG than to us. But it's more ours than the other one!
[Image: t66_3.JPG]
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I'm sure they'll think that archer is a cunning trap.
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They killed the archer and moved a settler onto the hill the archer had been guarding. frown

I'm a bit too irritated about the pbem50 setup to think about this game right this moment, though.
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(May 21st, 2013, 15:41)SevenSpirits Wrote: They killed the archer and moved a settler onto the hill the archer had been guarding. frown

I'm a bit too irritated about the pbem50 setup to think about this game right this moment, though.

Well, misclicks happen and I think they'd try to settle on the jungle 1E if the archer wasn't moved. Let them develop the city and we'll capture it later on. By the way, are they guarding the city with 2 axes? If we move 2 chariots to the tile 2E of their city (considering they settle it on the hill), we might catch them by surprise, since they don't think we have chariots yet. Though if they are roading the tile 1SE of the hill, they could just attack with the axes. So we should keep that archer on the jungle hill too.

Maybe it's not worth it, but we could try. 2 chariots are quick and painless to build.
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It sucks because 25% defense bonus is pretty big, not to mention the extra bonus that archers get on a hill. Or perhaps more likely, they would choose to sacrifice an axe to kill the archer, and therefore end up with a smaller garrison.

We whipped a chariot that we started last turn, overflowed the settler whip into an axe completing exactly, and have dedicated 4 workers to roading 2 key tiles allowing us to get a second catapult into play. Also we're planning to use our great general to upgrade a warrior to an axe for free, and either give 10/10xp to said warrior and a 3xp catapult, or more likely 7/7/6 to those units and another 3xp cat.

So we should end up with:
1 3-promo cat
1 2-promo cat (9xp... possibly 10 I guess)
1 2-promo GG axe
1 1-promo axe
1 chariot
1 spear
2 archers*
next to their city t69 (we just played t67 and they will settle their city on their next turn).

*Actually we may need to leave one archer a tile back to help cover 2 workers.
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Sounds promising.
If you know what I mean.
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t69 (last turn), we finally found marble. It was 1 tile farther than we had explored near the beginning of the game. We can't simply settle on this marble to hook it up because the ice floes block trade over water, so workers will be required to hook it. Due to enabling double HE and NE, as well as potential for some strong wonders, I think we will try to get that hooked fairly soon.
[Image: t70_1.JPG]

Battle over the eastern jungle:
Great general Heinz Guderian, in his wisdom, gave us two 10xp cats along with a 6xp axe!

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Total casualties:
Roman: 1 archer
English: 3 axes, 1 spear, 1 archer, 1 settler, 1 missionary

We also earned 4 gold and 12-14xp, I forget exactly.

So we got some good luck in the attack and only lost one archer, thus merely doubling the number of casualties we have taken over this spot. While we were lucky that all our other units survived (especially the barrage 3 cat), the outcome of razing the city was not really in doubt.

Conflict in the western jungle. They also have a settler on the tile with 5 axes and an archer. Might be dicey for a few turns.
[Image: t70_12.JPG]
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