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Have you got two moves on roads still?
Also what units does he have in the nearby city and what is his total power?
I'd say taking his capital gives you a chance of winning the game, but unless you could add a bunch of maces its not likely. So I'd aim for cellphonewearer and hope more opportunities present later...
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(July 9th, 2013, 23:33)Old Harry Wrote: Have you got two moves on roads still?
Also what units does he have in the nearby city and what is his total power?
I'd say taking his capital gives you a chance of winning the game, but unless you could add a bunch of maces its not likely. So I'd aim for cellphonewearer and hope more opportunities present later...
yes still got two moves on most of that stack as they have been fortified there a while. only one LB only has one move left I think.
his city has a mace, spear, war chariot, and I think one more unit i'm forgetting. maybe an axe or another spear. don't think it was two mace.
i'm in bed now so will finish my turn in the morning if anyone wants to log in and take a look before then.
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I can't see how you get to the plains hill unnoticed. I think you need to move everything possible onto the jungle hill, that way he only gets a couple of whips... its going to be hard to keep though. So maybe a death-or-glory charge at the cap would be the right move?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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I personally think a charge at the capital would be nice, I think it would force more whips than if we would go for Cellular, and with the line of hills, we can just walk back home if it doesn't look like we can take the capital. Though if we go for Cellular, it would force WK to pull some of his MP out of his cap to deal with the stack.
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My gut feeling is that an attack on the capital, five turns in from the border, is highly unlikely to succeed. An attack on Cellular may or may not.
July 10th, 2013, 06:40
(This post was last modified: July 10th, 2013, 06:41 by HitAnyKey.)
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Ok, I've moved the whole stack (5 LBs, 5 Hwachas, 2 Catapults, 3 Chariots, 2 DogSoldiers, 2 Spears) onto the Jungle Hill. It's somewhat towards CellPhone, so we'll see what of his units pop up where. Also by next turn need to make the decision of if I move NE onto the grass to be next to that city or move N onto the next hill which would give me greater visibility of his back lines, the protection of the hill, and allow for the decision of continuing north or diverting over to attack CellPhone. Basically, if I go North, it would delay attacking CellPhone by a turn if that's what we decide to do.
And I have more units on the way, so they'll be streaming in slowly.
Also need to decide what to do with my Great Scientist? Am I correct in assuming that we make another academy in one of Nakor's cities? The bulb would only get us Alphabet which is not a useful action for him.
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Another Academy would be great! I really need those to keep pushing tech.
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(July 10th, 2013, 07:59)Nakor Wrote: Another Academy would be great! I really need those to keep pushing tech.
+1
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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So WK has already started to get some better defenses in that city. He now has a Longbow, Maceman, Spearman, 2 Axemen, & a War Chariot. This is certainly going to be rough with my not having very many good attackers myself. This not having Iron yet is not particularly good. Guess we'll see what happens after I move next to the city this coming turn. Right now just waiting on Shoots to play his turn.
Nakor, which of your cities is best suited for the next Academy? My first glance it seems like Calcar Ridge is putting out the best research.
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