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War Tactics and Combat Sims

With Apolyton having only 17 rifles I think I like the idea of us keeping everything south and nullifying CivPlayers' attack first.

I think I like putting knights in position to hit Costalot - so SW of Ditchdigger. Maybe we'll make them tie some units down to Costalot in defense.

If they attack the stack with their cuirs then they potentially are attacking across a river, and we will be able to clean up any survivors with our stack S of Ditchdigger. 1-to-1 unit trades are a win for us with our production advantage. Likewise I think they hitting our mustket stack is a win for us - we can clean up with catapults and

Agree that they are likely going after Brick by Brick - if our spy hardly saw any units then Man is probably not the target. Noble's suggested tile is a good one for defense.
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Well I estimated we'd need like 12-13 knights to take Costalot. They've stuffed a bunch of units including warriors in there. I don't think attacking it from the southern position is a good idea, that tile will still be in their culture. We could attack the city from the northeast tile though, maybe, if the knights can move back behind Mano.
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Here's the south, no tooltip stitch though.

[Image: t169-south.JPG]
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(August 12th, 2013, 17:13)novice Wrote: I know second half is the conventional wisdom - what are the advantages of the second half in this instance?
Mostly that you get the last word on adjusting tile assignments and citizens before the turn roll. If we play first, then we don't know whether cities in battle zones will actually finish their builds and techs or get their tiles occupied and molested.

The spy window regarding counterespionage might be sufficient motivation to want the first half, though. Along with initiative to make first use of new promotions each turn.

(August 12th, 2013, 20:07)spacetyrantxenu Wrote: Are there any war weariness implications of being declared on versus doing the declaring yourself?
No. Was true in Civ 3, where the declarer did get worse weariness, hence the persistent myth.

(August 12th, 2013, 21:26)MWIN Wrote: We can always move to first by having Poly double move us for 1 turn.
How does that work? A team can easily change to second by letting the opponent double move (second on turn N, first on turn N+1). But that doesn't work the other way, we'd have to do our own double move in order to go second then first.
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We don't have nearly enough EP to run counterespionage on anyone. We'd need another 150 EP at least on CivPlayers.
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Well, I favor selling out to protect BbB because CP will likely be concentrating everything they have there. Poly and CFC are probably telling them to make sure the Statue of Zeus falls.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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That's fine as long as they actual commit to an attack. However, it may be that they want to pull our units south to stall until CFC can get into the fight.
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(August 13th, 2013, 01:47)antisocialmunky Wrote: That's fine as long as they actual commit to an attack. However, it may be that they want to pull our units south to stall until CFC can get into the fight.

And in the meantime we build more units to reinforce our CFC border?
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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So we're looking at 17 rifles from Poly and 20 Cuirs from CivPlayers?
Suffer Game Sicko
Dodo Tier Player
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I think the addition of Curs understates that we can't slow down CP while we're dealing with Poly. If we deal with Poly first, we're resigning ourselves to letting CP run wild for multiple turns, and vice-versa. I think their acquisition of Curs makes it even more imperitive that we target CP's stack first unless Poly does something stupid, because we won't be able to just whip and draft some local units to slow down CP by any appreciable margin.

Does anybody have any great artists? Bomb into alpha striking our stack would be the end of the game for us.
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