Turn 101:
I took a quick look at my injuried stack and found it alive.
As Dreylin didn't want to kill my slave, I had a chance to check the city's backlines as well:
Here's what he has in the city now:
And behind there is a stack that wasn't there last turn luckily:
Only 2 Morois though - but still.
Not that much in the cap either:
So that's 3 units in Willo the Wisp. I had a chance to hit the city with Treb and then finish it off - but to do so I'd need to make all my combats perfectly without losses. I felt this was too risky even though the prize would be to remove Dreylin's copper, and I'd have lost that stack next turn for sure.
So what I did was I brought reinforcements from south, some came from boats and these are the units that are waiting nearby to attack Willo the Wisp on T102:
Plenty of somewhat injuried units. So what do I really have:
- 3 Trebs that can attack, 4th is too badly injuried.
- 6 decent hitters and 3 badly injuried that I'll use to clean-up if the better ones fail
I assume Dreylin will build another BP in Willo the Wisp next turn. And also put that stack from behind in the city. That'd be in total 9 units in the city which isn't easy to crack. Obviously my Trebs would play a big role there as the amount of damage they will do pretty much decides whether or not I can take the city.
Here's my army EoT 101:
I have one city bumping Axemen nonstop (it has built all my axes) and I'm using my traits to upgrade warriors to axes from cutted price. As I now have Trade I'll start adding Chariots to my army shortly.
Demos EoT 101:
I'm probably going to save gold for a while now, maybe even play a little bit with Vaults. I'm not really sure I need anymore techs at this point. There are bunch of things I'd like to get from now on, and to list some (in no particular preference order):
- CoS + Priestood: Yeah, Ritualists could be awesome. I do have a great source of collateral already, so probably not needed that much - still, I'd really benefit from a healer.
- Mathematics -> Engineering: Building GoH would be very good. Add that +30% production to all my cites with one building! Also making my troops move faster on roads would be very useful.
- Smelting -> IW: Iron weapons.
- OO + Priesthood: Cultists! These guys could rape the map very easily. I have been checking my bonuses towards Priestood every turn, and Jale doesn't have the tech yet. I'm assuming he'll grab it sooner than later. It'd be nice to have a counter to his Cultists (there are tons of lakes in this map), and what'd be better than my own Cultists?
![lol lol](https://www.realmsbeyond.net/forums/images/smilies/lol.gif)
- Something different: Honor! Rathas to fight Dave's recon units (+50%) and Sun II is obviously awesome. This could actually be fun.
- etc. the list could go on..
I'll see what I think would be good/fun thing to do. If I'll end up playing with Vaults I can make the, overflowing in ~10 turns. I don't think that'd be the most fun thing to do but we'll see.