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(July 19th, 2013, 18:13)Lord Parkin Wrote: By the way, do we have enough units in position to take out 28-29 German units? If not it may take 2 turns to wipe them out.
We should probably move out more maces from Warendorf then...
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Well thats not a problem because most of them are horribly redlined and near-dead anyway. I wouldn't mind trying for a 4th or 5th xp point on some of our catapults, should be enough time to march our doomstack to the Apolyton border and heal up.
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July 19th, 2013, 19:25
(This post was last modified: July 19th, 2013, 19:27 by Lord Parkin.)
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(July 19th, 2013, 18:24)Nicolae Carpathia Wrote: Well thats not a problem because most of them are horribly redlined and near-dead anyway. I wouldn't mind trying for a 4th or 5th xp point on some of our catapults, should be enough time to march our doomstack to the Apolyton border and heal up.
My point was that unless we have 28-29 non-siege units in range, capturing the city isn't going to happen in a single turn even if every German unit were completely redlined. (Unless the Germans lose some units attacking WPC out of their city next turn.)
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Eh, like that really matters. If we can't liberate the city to WPC this turn, then next is perfectly fine. And if our catapults survive, then we can make them have a round 2 on their redlined units and hopefully get up to 5xp.
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By my count, we have 27 non-catapult units able to attack. If we come up very slightly short, then WPC will have an excellent chance to take the city, or in a worst case scenario, we eliminate the Germans the following turn. Regardless, we're either eliminating them or destroying 95% of their remaining military next turn.
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Hey guys, just a quick note to say I'm going to be traveling for the next 3 days for work. My availability will be... unpredictable. Could be very high, could be almost none at all. Anyway, please keep an eye on incoming messages - those of you who get the forwarding (there's at least 3-4 of you I think). If Ruff or Ceiliazul could fill in for me on anything that needs a fast response, that would be wonderful.
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Draft to WPC:
Draft to WPC Wrote:Beta,
I would be surprised if the river thing is an issue, but if worse comes to worse, we could probably capture the city and liberate it to you. It would be much better if you capture it, though, as that would keep more buildings and pop intact. Also, we aren't sure on the rule legality of liberating, so that would need to be sorted out.
The tundra cities are falling quickly. One fell this turn, the other will fall next turn. So all that will remain is you recapturing Huron River, and they will be gone. This is why I don't expect them to leave Huron River next turn, but I've been wrong before.
Also just so you know: I will have limited internet access the next few days. I will most likely have a teammate handle things if you need a quick response. Hopefully this won't be an issue, and we'll still be able to communicate quickly and smoothly.
Thanks!
scooter - Team RB
I want to include that last paragraph so we have a built-in excuse for if we don't reply to them as quickly as I have the last few days. Any objections to anything or can I send away?
July 19th, 2013, 20:58
(This post was last modified: July 19th, 2013, 20:59 by Lord Parkin.)
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(July 19th, 2013, 20:09)Nicolae Carpathia Wrote: Eh, like that really matters. If we can't liberate the city to WPC this turn, then next is perfectly fine. And if our catapults survive, then we can make them have a round 2 on their redlined units and hopefully get up to 5xp.
I was just pointing out that there's some possibility they'll remain alive for an extra turn. Might be relevant if there's any war-related unhappiness or plans for immediate drafting.
Catapults can't attack units that are already redlined, by the way.
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Fine.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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