(April 4th, 2013, 21:07)Ceiliazul Wrote: Yaaaay... Bloooood!
ok, so I just played 170, which will be the last turn of peace. I expect more thread views and lurker input now that we've ended our detente.
so Lewwyn won out. I was about 50/50 anyway tbh, and as we planned I realized we can apply a lot more force to Iron Maiden than I realized.
The downside of attacking now is the secondary fronts will be weaker. 1) the ships out of el cid will have only 1 galley, with a mace and spear instead of 2 maces, and be 1 turn behind. 2) only one ship leaving the odyssey to the presets, with a mace and a spear, and it will be 2 turns behind. 3) only one mace from the east, and it will be one turn behind.
but we will keep pumping out units the whole war and I'll still be able to do some creative things.
btw, this made me very happy:
bad timing for azza. that academy won't help him much at all - if he had saved it, he could have gone into a golden age during the war, which would have beefed up his production, and switched to slavery near the end w/o anarchy. yay for dodging that bullet.
As for the main front:
Next turn, we will move to the horse tile 11 maces, 10 cats, 2 axes, 2 spears, and a horse archer. the maces and cats are all unpromoted, so they will absorb his cat barrage and promote to heal. (well I'll promote one mace to C2 going in I think).
turn 102, we bombard away all 40/50 of his defenses and move 4 more maces in, giving us 15.
turn 103 we attack with all 10 cats, then all 15 maces, then whichever left over units have a chance of winning. we plan on just killing enough units to take the city the following turn or as reinforcements come in (we can have 1 more mace come in at least this turn, maybe 2) - but I think there is a decent chance we can take it in one shot, we'll see.
this is what we're up against:
there is another cat in presets that can make it to the front in time to be relevant, unfortunately. since azza will play first, i'm hoping he detours it to A7x or keeps it in presets for zone control.
there's also a mace coming up from Tenacious D that will not make it in time!
here's what I did to prepare (besides moving all units into position in king arthur):
had to work every hammer here to 1 turn this mace.
4 whips!
1:
chop coming in next turn will 1 turn (with 37 overflow) the 2nd mace as well
2:
maximum overflow here will allow another 1 pop whip in 2 turns, and then a 2 pop whip 2 turns after that.
3:
mace here was 2 turns from completion. would have liked to wait a turn to whip, but had to go now since we're DOW next turn
4:
thanks to the barb city giving me trouble around rama's journey, only this mace will be ready to invade living end
ok, don't expect him to take it - but only has an archer defending, so he'll have to divert an army from somewhere or let me run around pillaging things (like the gold mine).
Please don't go. The drones need you. They look up to you.