Steve is ours next turn. Azza left his stack in Zombie. Somehow we need to find a way to kill his stack without putting our own stack in range ... or just come with a massive stack. He has 15 Catapults now! In his territory though it can really only happen if he makes a mistake because of his road mobility advantage I'll keep thinking though.
[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!
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What are we going to do with Steve?
Can we defend it or are we a-razing?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I would like to keep it, but keeping requires a garrison. Azza's army is down around Zombie still, so we should be safe to keep it. Yes, unless we have horrificly bad RNG rolls and loose a ton of maces in the attack I'm keeping Steve.
Here's a shot I took last turn that I've been mulling over. It appears that Azza is trying to set a trap for us. Leaving Zombie lightly defended, with his stack "hidden" behind ... we move up next to the city and get whacked. I think we can set a counter-trap on him, but it requires him actually falling into the trap. As long as he does not get Engineering gifted the risk is not too great, because he can't move in range to strike our retreating army without leaving himself exposed in the process. If he is gifted Engineering things might get dicey.
Setting the Stage: – Move our Paradigm stack to Blue – Move the bulk of the Steve army to Red, along with any other reinforcements sent across the water. Add 2 workes to the Red stack. – Land 3-4 5XP Maces on Green (I think we have 3 currently crossing the channel that could be diverted for this purpose). Azza's stack won't be able to hit any of those three locations as long as he does not have Engineering. Then IFF he keeps his stack "hiding" behind Zombie (we'll have a spy there this turn to watch) we continue with the following plan ... 1) promote Green Maces to Woody II and attack (x3) 2) Attack with HA's from Green stack (x8) ... this should be enough to crush the current light defenses, but we have 2-3 impi as well for cleanup. ***The city is now ours*** 3) Launch our Catapults from Green at Azza's stack, now opened up because the culture magically disappears. 4) road Red with the two worker and attack with our maces stack before sending in the axes from the Paradigm stack for cleanup. Admittedly this has some risk, because if Azza gets Engineering gifted he'll be able to throw his whole army at either our Paradigm stack or the Steve stack. If he just dumps his stack into Zombie we retreat and bide our time, mopping up his northern cities while his stack has to continuously defend Zombie from the Paradigm army.
Who has engineering?
Id say he'd get it if someone has it and he requests...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Could you post city pics?
I haven't had time to log in lately.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Steve captured with no losses ... The power of tactics! Outmaneuvering the enemy. The Zombie trap isn't going to work. Azza is chopping that forest already, will finish chopping when he plays this turn. As big as the capture of a rival capital is, it's not the biggest news of the turn though ... Do you see what I see? Yes, that's a lot of land up there to expand into, BUT more specifically ... (April 30th, 2013, 04:56)Qgqqqqq Wrote: Could you post city pics? Everything is building Wealth and maximizing commerce (or hammers in a couple cases for wealth). Here's the outcome of the Jowy/AT exchange. looks like Jowy lost about 50% of his total power. Since his remaining power includes pop/tech/buildings he actually lost a higher proportion of his fighting power. TT has Education with about 350 gold in the bank. Commodore doesn't have education and has 400 gold in the bank. I don't think that either can reach Nationalism or Liberalism before us (err, reach Liberalism before we tech Nationalism). The worker plan. I moved the workers first last turn, before capturing the city and (1) seeing all that forest land open up for us, and the marble in the far north, and (2) before realizing that the ~150 capture gold + wealth builds could get us Nationalism. Otherwise I could have had Taj chopped in on the second turn after teching Nationalism. – 2 Workers begin roading towards Marble, red numbers indicate completion dates of the roads – Found city 1N of Wines T149 (it's the best long-term location with enough forests). Missionary spreads religion, and we build Culture working a plains forest getting +4cpt. Borders pop EOT 151! – Workers move to their respective forests on T149 – Steve comes out of resistance T150, so it'll start a worker that can be 2-pop whipped T151 – Nationalism completes EOT 151 – Found city ON Marble T152 – Boxed chops come in T152 (except for one of the pink, which comes a turn later) – The workers move to the final two Magenta circled forests on T153 and finish those chops T154. ***Taj Mahal completes T154, after researching Nationalism effectively on T152!!***
I like it
Important point: get some maces up there to defend all this, and consider requesting around for marble. What is the military plan right now? What about capturing the worker with the impI and deleting it - or are impis too valuable now? What units/buildings are in steve, is there anyone scouted for units to the east?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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