Warriors have city defence bonus. The archers will not have odds. I think he can hold the city for long enough to make both sides lose.
I think azza got screwed on T0. There are no other reasonable plants. He went BW first, probably the best choice as China and with a grain, and got no copper. Before someone says he has it on an island, trying to hook it up basically means azza gives up control of the continent and long term I'd expect him to lose the game with that strategy. So he goes AH second hoping to finding a horse, and it is 5 tiles from his neighbours capital. If he rushes to Archery he will not know where to plant and I think he would end up not being able to even settle for the horse because he'd be too late. So he goes with warriors and an IMP settler as fast as he can, without getting a second worker, and it turns out he runs into someone that did a blind archery rush?
What could he have done differently? I'd have sent the first worker to immediately hook the horse and forget about the wasted worker turns, maybe do it so that move 1 tile a turn and road/cancel. Grow to size 4 before the settler, it delays the settler by 2 turns, build the settler on plains hill forests and a grass mine. That gives 2 less turns for Kurubandit to respond, but as they are already doing the blind Archery rush it will not make much difference. Then double whip the second worker to finish the road to the horse city?
Whichever way I look at that, I think most people would have made enough mistakes on that start to lose the game. I'm not sure there is even a correct way to play that start out, so I'm fairly interested in what Commodore thinks should have happened with that start. I'd comment more about the copper but people seem to be getting whinier around here and we don't want people getting caught in the crossfire, do we.
I think azza got screwed on T0. There are no other reasonable plants. He went BW first, probably the best choice as China and with a grain, and got no copper. Before someone says he has it on an island, trying to hook it up basically means azza gives up control of the continent and long term I'd expect him to lose the game with that strategy. So he goes AH second hoping to finding a horse, and it is 5 tiles from his neighbours capital. If he rushes to Archery he will not know where to plant and I think he would end up not being able to even settle for the horse because he'd be too late. So he goes with warriors and an IMP settler as fast as he can, without getting a second worker, and it turns out he runs into someone that did a blind archery rush?
What could he have done differently? I'd have sent the first worker to immediately hook the horse and forget about the wasted worker turns, maybe do it so that move 1 tile a turn and road/cancel. Grow to size 4 before the settler, it delays the settler by 2 turns, build the settler on plains hill forests and a grass mine. That gives 2 less turns for Kurubandit to respond, but as they are already doing the blind Archery rush it will not make much difference. Then double whip the second worker to finish the road to the horse city?
Whichever way I look at that, I think most people would have made enough mistakes on that start to lose the game. I'm not sure there is even a correct way to play that start out, so I'm fairly interested in what Commodore thinks should have happened with that start. I'd comment more about the copper but people seem to be getting whinier around here and we don't want people getting caught in the crossfire, do we.