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Not sure we really need to do anything about their warrior in the south. Looks like the most damage they could do is pillage a road, before getting killed by one of our axes.

In the north, I think we should move the axe on the horse either NW to sit on the deer, or NE, for scouting. The other two axes should move to the horse. The spear can check the wheat. Good for us if they're wasting worker turns on improving it, but I doubt it.
If you know what I mean.
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(October 21st, 2012, 14:32)pling Wrote: I believe their entire army consists of 2 Archers & 2 Warriors. We can see both Archers in Losing, and one of the Warriors to the SW of our cap. So there's only 1 Warrior spare at the moment to be at their capital.

They surely will've built more units by the time we could walk ours up there tho.

One warrior between, what, two other cities? I think we should definitely put some pressure on their other cities.
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What odds will our 3 axes and the spear have against two fortified archers?
I have to run.
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Can't run combat calculators, but my gut feeling is that it isn't far from 50-50. Worth considering yes. We could re-evaluate after every battle. Btw. They promoted the archer to city garrison.

We probably get our best shot, if we move the coming axes 1S of bitter and whip+chop 2 axes out of Bitter, but obvivously this starts to be very expensive effort.
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Presumably they will whip another archer at size 2. We should prepare to hit them with as much as possible before then.
If you know what I mean.
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So who wants to take a shot against the city. It is not far from 50-50 shot razing with 3 Axes+Spear. We could also send the northernmost Axe to harass their capital and pillage roads. I like more the latter option since their army is really pitiful at the moment so they might need to divert from their sandbox.
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I'd rather get another unit in position. If we can estimate the earliest the city can hit size 2, we'll know if we have enough time. If we can't get another unit in time, I'd rather just choke. A 50% chance to lose four units to take out one Archer is pretty bad IMO. I'm okay losing 3 units to take out 2 Archers and a city hammer.

Darrell
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(October 23rd, 2012, 16:52)darrelljs Wrote: I'd rather get another unit in position. If we can estimate the earliest the city can hit size 2, we'll know if we have enough time. If we can't get another unit in time, I'd rather just choke. A 50% chance to lose four units to take out one Archer is pretty bad IMO. I'm okay losing 3 units to take out 2 Archers and a city hammer.

Darrell

Quick back of the envelope calculation: Foodbox is 20. Settled T48, have played through T53. All but one of those turns they got 2h, so must have only 1f from tiles visible (I'm squinting a too small screeny so someone say if I've got that wrong). One turn they got 1h, could have 3f. So that's 5x1f plus 3f = 8f, they've got 12 to go and we're sitting on most on the best tile. Could grow in 6 turns, could take 12. Unless they've farmed that wheat, we need to check.

I'm rushed for time coz I'm supposed to've got off the computer and gone to bed already, so someone should check that through to see if I make sense or not :smile:


I'm wrong, will fix tomorrow morning.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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Thanks pling in my mind that is a critical piece of information.

Darrell
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Ok, not trying to do this while being nagged to "stop typing on that forum of yours" and I might not do daft things like forget the hammer from the city lol

Settled the city T48, and have played through T53, so 6 turns of food. Borders popped EOT52 and we sat on the deer tile before they could work it dance Foodbox is 20. Each turn except one they've gained 2h, the other turn they've gained 1h, so 1 or 0 from tiles. Tiles available before border pop were 2/1, 2/0 & 0/2 (not in use); afterwards also 1/2 which they're clearly not using. So 2f/turn for 6 turns, 4 turns of that left to go.

I reckon they get to size 2 at the end of their T57, can't whip till their T58. So our last chance to attack before they can whip a new defender is T57. And if we do it that turn I guess we might get to keep the city.

If we leave it that late we gotta make sure they aren't improving that wheat - with 2 workers that could've started improving it this turn (T53) I think they could shave a turn off their growth time, making it T56.

Looking at when our Axes in Bloody Mary & Caipirinha finish, I think they get there too late - unless I'm miscounting movement on the roads (perfectly possible wink ) I think the Axes finish EOT54 and would be outside Losing on T57 and able to attack on T58. Whipping one of those Axes would get it there in time, but can we get one out of Bitter instead and get there even earlier rather than leave it till the last minute? (I'm twitchy about relying on that estimate as the golden truth lol )
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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