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Dare you enter the Whizzard's Realm? Magic and Mysteries abide.

No. it only prompts on first log in. They need to be filled before a roll.

I would whip the top 4 cities, isengard a Cav. Whip TOR, Salem a frigate, whip MB, whip Waverley place rifle in Durmstrang. Whip tar valon frigate in tolria west. Missionary in yhshapuea.

Did you do all moves, or just for looking?
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The key is we need to go as fast as possible here to prevent getting bogged down into whipped rifles.
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Apologies if you intended me to relay this back before allocating the forces, but I went ahead with it.  I did the builds you mentioned, and queued a cav in Magic Circle as well. Here's what I saw:








I built the jungle roads and moved in 2 workers onto the forking hill as requested, then split the 2-movers like so: There are 7 cav in range of JF and 14 cav +4 knights forking JAO and AJ.




Depending on what's in the EI, he can reinforce JF or AJ, but I think you should be able to capture 2 out of the 3 at the least. There are 2 rifles, 2 cav, and a knight in Tar Valon (units that were out of moves anyways), and I moved the Frigate and promoted C1 to cover it. They have 2 EIs which could hit it if they get past the frigate, but the first has 22% so they'd be crazy to put units on it. Each stack of 2 workers is only covered by 1 unit each, again units that couldn't reach staging tiles. I think them throwing 2-3 units at one to delete 2 workers instead of garrisoning their cities is an acceptable outcome. Elsewhere, I shuffled units towards the east, and moved a few workers off the coast away from EI snipes.

Hope this was close to what you had in mind, you can blame me if next turn goes poorly smile
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Yeah that's the same kinda division of forces I would have done. That's ok, I trust you to make that kinda call. More about the shifting the other cabs still on boats there.

Only thing that you might have missed was the units on the galleys/galleon? The galleys were to empty into hogwarts this turn and if they use the unload feature the cabs/Knights can still move fully and the galleon was to pick up the Cav/rifle from MB and wait for the whipped rifle also before offloading in UU next turn

Also I would have put as much ancient trash in the SE just in case they try a landing as we would have no time to whip out defensive units, but I don't think the EI is in range unless they have 2
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I got those, 2 knights and 2 cavs right? The galleon at MB is one tile out of position because I didn't wait for the rifle, unfortunately :/
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No worries, 1 rifle that would be a turn behind those isn't the end of the world. Better to just get those 2 units shifting on now. If that is the case he can probably stay behind and be a deterrent for Mack. Glad you basically picked up on what I was doing!

Did you do the whips in the cap baradur SM and UU? We need all the soldiers out as fast as possible
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(November 8th, 2016, 13:02)ReallyEvilMuffin Wrote: No worries, 1 rifle that would be a turn behind those isn't the end of the world. Better to just get those 2 units shifting on now. If that is the case he can probably stay behind and be a deterrent for Mack. Glad you basically picked up on what I was doing!

Did you do the whips in the cap baradur SM and UU? We need all the soldiers out as fast as possible

*as in I would do 8 whips in total, CivStats only shows 5. If you didn't whip MB then don't worry as it can't board the galleon.
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I did the first 4 whips in the advisor interface, so I think they showed up as one civstats change. Here's what F1 looks like now:




Actually, yeah I must have missed a whip in TOR frown
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As long as you get back in before RMOG do it's fine to jump back in. Also with magic circle, do we have just enough hammers to not build a treb? If so getting a treb 90% done and ready to upgrade might be good
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Okay I'll get on that right now. Whipped TOR. Magic Circle can do 53/72 of a treb (3t, will auto-upgrade).
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