December 21st, 2012, 19:27
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(December 21st, 2012, 19:22)NobleHelium Wrote: Yeah we gotta wait one more turn. The scout has something like 96/100 HP right now which rounds up to 1.0/1. We can still get the healing event at this point.
We should move the warrior back to the west next turn to be sure that nobody is going to snatch the hut (we can't see the tile NW of it right now). If someone is there we can take the hut with the scout, else we wait one more turn.
Yeah that's what I was thinking too if the healing event was still possible. Also might be worth logging in late in the turn when most people have played to see if somebody's there to know if we need to rush in at the beginning of next turn.
December 21st, 2012, 21:41
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FYI:
So, Commodore built something real 2T ago. That's either a chariot or an axe. I'd bet chariot - we don't see any copper of his and we KNOW he has horse hooked, so the odds are in favor of chariot. An axe doesn't really make sense as it would take an eternity if it's coming at us, but a chariot would be pretty quick. Also, we THINK he's never seen our copper.
Also, he just played another turn without settling a city.
December 21st, 2012, 21:48
(This post was last modified: December 21st, 2012, 21:49 by NobleHelium.)
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That looks more like 3t ago. Can we put enough hammers into an impi at McDonald's to be able to whip it? Are there going to be double move issues? Stupid Pitboss.
Or rather how far until the border expansion there?
December 21st, 2012, 21:54
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I can't speak for this game particularly, but my experience with Commodore in PB5 was that he was very gentlemanly about respecting the turn split, including several times when it would have been to his (significant) advantage to double move us.
December 21st, 2012, 21:56
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Turn N: We play before him. He plays and moves his chariot within two tiles of our city, say on the gold.
Turn N+1: We play before him and whip the impi. He attacks us and razes the city before the impi can complete because of the stupid end of turn production processing.
December 21st, 2012, 21:58
(This post was last modified: December 21st, 2012, 22:00 by scooter.)
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Yeah I don't expect Commodore will do anything lame with double-moves, his track record with that stuff is pretty spotless. That's pretty good too considering he mistakenly thought PB5 was an Always War variant.
I'll pop back into the game here shortly. LJS could start an Impi next turn which could be chopped. Zaxby's is also really close to being able to whip its Impi - as much as it would suck to slow down the ability to use copper, it might be worth not having to delay the other two cities.
McDonalds is a good be though for putting in some Impi production if need be. I don't think the worker that's coming from there right now is particularly crucial.
edit: crossposted. ok yeah, we need to consider swapping McD.
December 21st, 2012, 22:29
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Hypothetical question for the lurkers... No need to comment on if this scenario COULD actually happen, just if we'd be in the right if it did happen.
Let's say on some random turn like T60 we play first. Then Commodore plays after us and moves onto the gold tile and declares war. He seems an Impi inside McDonalds. We then login after him (having played and ended turn but not moved the Impi that is in McDonalds) choose to react to that by killing his chariot.
Does that seem acceptable? We think yes. I don't want to try anything remotely cheesy, but that's a scenario that could come up with very natural and non-cheesy play.
December 21st, 2012, 22:30
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me: yeah i'd say we'd be allowed to kill his chariot in the t60 situation described
because it's effectively the same as moving before him next turn and killing the chariot then
just without the stupid login race
December 22nd, 2012, 06:36
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(December 21st, 2012, 22:30)NobleHelium Wrote: me: yeah i'd say we'd be allowed to kill his chariot in the t60 situation described
because it's effectively the same as moving before him next turn and killing the chariot then
just without the stupid login race
Hmm I read that as asking for permission to break the double move rule on the offchance (after stating the odds of Com doing that are very low) that your opponent breaks them after you play. If it makes no other difference I dont see the point.
Plus with the game being no diplo, he would then have to figure out your reasoning exactly or just think double moving bastids
December 22nd, 2012, 09:01
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Generally agreed with SadGit. It only gains you an advantage in the case where you assume Commodore tries to double move himself. If that happens, then deal with it, but don't preemptively assume he's going to cheat, please.
EitB 25 - Perpentach
Occasional mapmaker
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