Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] Scooticator and Pindooter give a sporting try

New turn is up and I wanted to put it to the group. The worker is out of sight, there is no unit on the hill, or anywhere else. My spidey senses tell me he's got something prepared: if he had only a warrior it would be on that hill this turn. In fact the only reason you wouldn't want your own unit on that hill would be if you wanted us to advance. So I would be wary of ending turn next to a road as well.

The alternative I can think of is to declare, move on the hill, and instantly offer peace. This gives us sight on his city, and it's what he did to us to get sight on our capital so maybe he accepts.

I would rather maintain sight and scouting in the area by keeping that warrior alive. We're not really building many units right now and I'd rather not feel like we need to. We need to archer to cover the new city, and it'd be nice to scout a lot of that fog between us and Commodore with the warrior.
Suffer Game Sicko
Dodo Tier Player
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You could also promote to woodsman and sit in place.
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Commodore LOVES laying traps. I should know; I've fallen for several of them. That smells trap to me too. Keep him alive.
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I would promote in any case.
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Moving in and offering peace sounds like the worst of both worlds. If we've caught him in a bad spot, he'll take peace and we probably don't want to give it. If he's set a trap for us, he won't accept it anyway. So IMO let's not do that.

The only way it's really a trap is if he has an axe (as opposed to warriors or even an archer) within 2 tiles. Anything else either won't kill us, or it will require multiple units to kill us. That said, he DID whip right in reaction to us showing up at his borders, so I think it's safe to say he DOES have a unit around that he could have placed on the hill if he wanted, so I think pindicator and Cyneheard are right that it smells pretty fishy. I think I'm generally inclined to not move onto the hill. What we do instead (stay in place and heal for a turn, move around north, etc) I don't have super strong feelings about.
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Keeping that warrior alive is my top priority. I want to scout more betwern Commodore and us, and i definitely would like to find his 2nd city. So i think moving south is best. Yes, it's where we came but north appears to be a deadend. Don't go SW if you do play scooter- the axe could be NE of the road we see
Suffer Game Sicko
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Obviously agreed, no moving SW. I don't know if I really like 1S. I think I'd rather just stay in place for 1T and heal to full health at that point. The two other options are declare and go 1N - which may or may not get us sight on the capital, but it would definitely be safe from that road. Or we could go NE and then N the following turn to get vision on the coast. I'd like to confirm whether or not his capital is on the coast if possible. It sure looks like it, but I can't tell for sure.
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*points to avatar*
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waiting a turn to heal seems like a waste of a turn to me.  We're at 92hp now.  Promoting would put us to 96hp, healing would put us at 100.  So unless our primary goal is to keep Commodore from hooking up that pig, I think we should move.

I'd be willing to move the warrior NE as a compromise, and check out that coastal hill.  We'd come back along the coast after that?  Otherwise we'll be backtracking a lot more than just 1 tile south.
Suffer Game Sicko
Dodo Tier Player
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Turn 045

Feel free to criticize

[Image: pb13%20-%20turn045%20-%20north.jpg]

Also, I'm pretty sure Lewwyn is tops in both CY and MFG
Suffer Game Sicko
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