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Intersite Game - Turn Discussion Thread

Looking very good! Our ratio of lost hammers to gained prizes is looking exceptionally good. I'll be trying to contain my excitement waiting for the next turn. jive

If the next turn is decisive, it's only because the grand strategy is paying off. The real work was in the last 50 turns of diplo, tech, and army building. Tactical genius wouldn't be enough if you guys hadn't prepared us, and tactical idiocy probably wouldn't make us lose the war, just drag it out longer.

I like the idea of forking their capital with the knights. I was a bit worried about being able to hold against counterattack, but then I remembered Engineering can let our one-movers reinforce from Worms. But even if they can scrape up enough reinforcements to hold, I really like the idea of giving them more tactical headaches, and temptation to try to defend everywhere.

On that note - I would personally send the 'hedged' knight west, to join the secondary push. I think an extra two-mover will be able to accomplish a lot more where their big stack(s) aren't. We can be bolder over in the west, without the fear of an army over the next hill setting a trap. Either we gain the little cities earlier, or we get them to keep their army spread out where we can keep slaughtering it piecemeal.

And, on a slightly less cooperative note - the harder we can push in the west, the sooner we're free by our agreement to start taking cities that 'should' be WPC's. I'd really like to clean it up without having to send the main stack west and back east afterward.

This assumes that our current main stack can deal with the German main army. Kjn's reading of the tea leaves suggests that should be quite possible, but I grant I'm not a MP war expert.
EitB 25 - Perpentach
Occasional mapmaker

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Thank you for pillaging.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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Ruff Hi Wrote:Or maybe we don't move anything - we cycle through all units before actually moving anything.

I agree that spending 5ish minutes going through all the units at the start would help - gives everyone a chance to see the details (even screenshots won't capture everything) before any action is taken. Especially with a significant battle next turn, where we'll need to be careful what units we use and in what order to husband our resources for future battles - simming time will pay off.

It's also a little friendlier on our schedules if we don't have to worry about missing something vital if we're a minute or two late.
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(June 15th, 2013, 19:10)Sullla Wrote: Ruff, on every turn of the war, I've first posted what I planned to do that turn with our units, then let the team know when I would be playing the turn, then played the turn on Livestream so that people can make comments in real time, then written up and explained everything afterwards. I don't think that the process could be too much more open and transparent.

Sullla - I'm mainly kicking at myself as I wanted to spark some discussion re our turn movements. You have posted some really good summary reports (pre play) but I haven't sat down with them enough to nut out options and possibilities. I didn't even see the jungle road option that you saw while you were playing. I will try and pick this up.

Do we have a small group of individuals that would be willing to form a war planning department - enough to brain storm options and then summarize them after our turn rolls and before we play?

I really like what you have done above with theorizing what our next turn might be like and laying out options. Hopefully some others will look at it and it will spark other ideas.

Quote:There are always going to be things that we could have done better, and which are clear in retrospect, but we seem to be doing a pretty good job thus far. In total, we've lost 2 units to kill 10 units and take 3 cities.

Agreed. Sorry if I have come off like a Monday QB - wasn't my intention.

Quote:You're welcome to post away with thoughts/suggestions, and I'll try to accommodate them as best I can. But I can't promise that you'll agree with every decision that I end up making. smile

One day I might even make one of these live streams instead of watching a replay.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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(June 15th, 2013, 17:05)Ruff_Hi Wrote: 2) Re leaving the Eastern medic I chariot out of the city ... it only provides healing additions to units on that tile. Do we want to move it into the city (+ the other healing chariots) so that the knight that is healing in the city is available a turn or two quicker?

(June 15th, 2013, 19:26)fluffyflyingpig Wrote: If the chariots have more than 15 HP (.75 Str) we should move them to the city to heal. This will heal the knight in the city faster, increasing healing from 15HP/turn to 25 HP/turn, without increasing the chariot healing time.

(June 15th, 2013, 19:02)Sullla Wrote: I went ahead and moved them up anyway, because they can still clear redlined defenders, and even the small chance of that happening is more useful than having them sit back and heal.

Chariots & knight have been pushed forward to provide more offensive options ... faster is better.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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(June 15th, 2013, 22:25)Ruff_Hi Wrote:
(June 15th, 2013, 17:05)Ruff_Hi Wrote: 2) Re leaving the Eastern medic I chariot out of the city ... it only provides healing additions to units on that tile. Do we want to move it into the city (+ the other healing chariots) so that the knight that is healing in the city is available a turn or two quicker?

(June 15th, 2013, 19:26)fluffyflyingpig Wrote: If the chariots have more than 15 HP (.75 Str) we should move them to the city to heal. This will heal the knight in the city faster, increasing healing from 15HP/turn to 25 HP/turn, without increasing the chariot healing time.

(June 15th, 2013, 19:02)Sullla Wrote: I went ahead and moved them up anyway, because they can still clear redlined defenders, and even the small chance of that happening is more useful than having them sit back and heal.

Chariots & knight have been pushed forward to provide more offensive options ... faster is better.

I must have dozed off when I watched the turn then. The pictures in the turn report still show chariots healing in place.
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(June 16th, 2013, 01:33)fluffyflyingpig Wrote: I must have dozed off when I watched the turn then. The pictures in the turn report still show chariots healing in place.

Sullla can make later moves after the stream is done, depending on discussion here or developments in the game.
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Should we let our WPC-observing WC stay one tile behind WPC's main stack? Won't it have a decent chance of dying if we put it in their main stack?
I have to run.
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(June 16th, 2013, 02:31)novice Wrote: Should we let our WPC-observing WC stay one tile behind WPC's main stack? Won't it have a decent chance of dying if we put it in their main stack?

I thought of that earlier, and the chariot should be reasonably safe. Provided WPC puts everything on the cow, they will have 4 swordsmen, 19 catapults, 8 dog soldiers, 7 spears, and 4 archers on the tile.

The Germans will hit us with catapults (they have 7 visible), and then have 17 regular units. But catapults are immune to collateral, so the Germans will have to first go through all 19 of them. And before they get to our war chariot, the dogs will defend against axes and spears, and the spears against the war elephants.
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WPC have moved their northern stack. Their units east of the cows were joined by a chariot. Their other stack moved north. Yes, north. I am feeling a little exposed.

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I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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