January 17th, 2013, 17:06
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1) I think we can expect roads to appear on the Silk and 7 of the silk next turn. And if that's two axes on flatland standing on the ruins of Subway....they're dead.
2) A couple of combat workers of our own would be very handy, so long as we can keep them covered.
3) Post Island...a city on the hill in our original Pink Dot location with some archers would be very handy.
fnord
January 17th, 2013, 17:51
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(January 17th, 2013, 17:06)Thoth Wrote: 1) I think we can expect roads to appear on the Silk and 7 of the silk next turn. And if that's two axes on flatland standing on the ruins of Subway....they're dead.
Axe/spear combo. They'd give as good as they got.
(January 17th, 2013, 17:06)Thoth Wrote: 2) A couple of combat workers of our own would be very handy, so long as we can keep them covered.
Agreed. My dedlurker keeps nagging me about cottages and mines in the core too.
(January 17th, 2013, 17:06)Thoth Wrote: 3) Post Island...a city on the hill in our original Pink Dot location with some archers would be very handy.
Agreed! Either that or the plains hill 2SE of it.
January 17th, 2013, 19:12
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(January 17th, 2013, 17:51)Commodore Wrote: Axe/spear combo. They'd give as good as they got.
Cool.
Quote:Agreed. My dedlurker keeps nagging me about cottages and mines in the core too.
Yep.
We need both.
Quote:Agreed! Either that or the plains hill 2SE of it.
mmm.
Looks tempting at first glance, but Grasshill site ties our defenses together nicely. With a couple of roads, our northern and southern forces could support each other.
An axe/spear pair on the Forest 1e of the Iron + a road and a fort is worth more than the chop atm.
PH extends our flank and leaves us without tight defensive movement.
We don't have a decisive advantage yet. Tightening up our defense net I like a lot better than extending another front.
When we can, we settle the original Tundra hill copper site.
fnord
January 18th, 2013, 12:14
(This post was last modified: March 12th, 2014, 15:34 by Commodore.)
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The Battle of East Greatwood
In the year 634BC, the aging Prince Nicolae, of the city of Willowbrooke's Carpathia ruling family, mobilized his veteran Champion chariot unit and moved south into the Greatwood, accompanied by a battalion of axes. Nicolae was a paranoid, hating man, hardened by his survival decades ago of the Disaster at the Silkwood. His move into the Greatwood was supported by a large army from Hidden Valley, with two companies of archers, one company of spears, and two additional battalions of axemen filling out the joined army. The Lords of the Zulu remarked upon the army's progress and rushed forward to claim the gold-laden hills east of the Greatwood. They sent in two companies of chariots to the edge of the Greatwood, wiping out the vanguard archers of Krill's Vengeance Company but losing one of their own chariots in return.
The elderly prince knew from scouting reports that Zulu lumber camps had been set in the forests southeast of the hills, and so took his swift chariot company east to find out if there were any guards. Within the cover of the trees, the banners of the 5th Impi were seen, a regiment that had slain many in the Disaster at the Silkwood. The regiment was still understrength, which was why they were guarding the woodcutters in the rear.
The Champions did not hesitate, striking swiftly against the scattered impi before they could assemble the forest of assegai that butchered so many Generic chariots in times before. The lumber camps were burned, the workers put to the sword, and the decimated Champion chariotry rested in the shade of the trees.
Not content with letting his rival prince get all the glory, Prince Sun Doun of Hidden Valley moved to strike the gold mines east of the Greatwood. He lead with his house's archers, the Seventh Spirits. The company were cut down by surprisingly fast-moving axemen running downhill, however, and Prince Doun was slain. His second son Tzu, however, kept the remaining battalions from routing and ordered them back up the hill. In two days of brutal fighting, they wiped out the defending axemen and the name of the Great General Sun Tzu began its ascent.
Although the remaining impi regiment and the remnants of the Zulu chariot company could still be swept aside by the fresh axe battalion of Cornflakes and the spear company, Sun Tzu held fast his remaining strength, knowing that upon the roads east of the city there lurked his counterpart Nelson. Instead, he beat a fighting retreat into the cover of the Greatwood, to await the inevitable counterstrike of the Zulu.
January 18th, 2013, 12:17
(This post was last modified: January 18th, 2013, 13:18 by Commodore.)
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So, obviously, I just got lucky. 34-25-45 isn't just Nick Manaj's measurements anymore; it's the list of % odds I had to win each of those battles. In general, I saw the 1:2 shot at killing the impi and worker, and so I took it.
Then because:
A. The Zulu chariots were gone or hammered
B. I was only 8xp from a GG
I opted to strike at the gold mine guards. It worked very very well, and now Sun Tzu is moving forward. I left Nicolae's chariots undisbanded, either Scooter ignores them and hey, shock chariot, or the more likely occurs and he pops it, but that's one less potential killer of my mauled 4xp and 5xp axes.
I might wait a little bit to use the GG, because Rarr's Flotilla here would love 5xp for Nav1 and the planned Zaxby's strike. We'll just see if we can wait that long. The worker found nothing else, so it'll chop out a granary for Hawk's Ridge, settled next turn. Fish get netted the turn after to allow a good fast growth.
The capital is looking mighty fine, if I do say so myself. Baring an absolute disaster in the east, I think I can afford to make that library next, although, workers, settlers, and axes are all called for still. Once the Academy comes online, this place will pop
Good turn!
January 18th, 2013, 14:57
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January 18th, 2013, 14:59
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When I get home and out of the firewall, I'll chuckle at that. Now go pick civ in PBEM48!
January 18th, 2013, 18:43
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VA can be size 6 working a capital cottage and a mine by eot 95 if we swap to something other than Worker/settler t91 (should have swapped t90, we can get the cott done t92). Since it will have the happy to grow into those tiles.....grow baby, grow
Some worker suggestions signed ingame.
fnord
January 18th, 2013, 18:45
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5 move galley sounds kinda sexy btw.
But so does a 4 move galley with a Cr3 GG Axe on board.
fnord
January 18th, 2013, 18:53
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(January 18th, 2013, 18:45)Thoth Wrote: 5 move galley sounds kinda sexy btw.
But so does a 4 move galley with a Cr3 GG Axe on board.
FIVE MOVE GALLEY?! How does that even work? 2 base circumnav (which you don't have, correct?) + navigation promotion + ... ?
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