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Brick by Brick (Spoiler Alert!)

Screenshot tag: http://realmsbeyond.net/forums/showthread.php?tid=5375

I'm going to stop reading if you start spoilering all your images, by the way.
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Really? Why? (Though I did say I'm not going to.)

Thank you very much for the link; I'll try that out in my next report!
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Trying out the "screenshot" tag; tell me what you think:




Serdoa whipped a spearman here to supplement his archer. My shock knight won flawlessly against him despite the river, then my combat I knight took out the archer. I debated, but decided to raze the city and resettle in a more favourable location: Cuzco's building a two-turn settler.




Contrary to my expectations, Serdoa abandoned his capital. I guess that makes sense, given the results of the sims I reported to you.




I found Char strangely underdeveloped (tiles, not buildings; they were probably destroyed) for what could have been a Bureaucracy capital. Look at that distance maintenance! I razed it.




I want to make note of something for the sake of full disclosure that will also explain why my sentry knight is so badly out of position: I actually played this turn twice, once late last night and again today. The first time, one of the last things I did was move my army up to the tile where my sentry knight is now, but even as I was doing it I realized it wasn't what I wanted to do. Since I didn't come to that conclusion with any additional knowledge, and it didn't give me additional knowledge or affect anything on my turn, I thought it would be okay to replay my turn, doing everything the same up to that point, and make that change. The sentry knight, though, I moved before coming to that conclusion, and it did give me additional knowledge, so I felt honour-bound to put it in the same place I had last night, even though it was now horribly out-of-place and theoretically had enough moves to give me the same knowledge and rejoin my stack. So: I did everything exactly the same save for moving my army to the tile I actually wanted; no combat results were affected and I gained no new knowledge, and that knight is a sacrifice to fair-play. Serdoa's welcome to it.

Lastly, here's my army after end-of-turn:




And the current combat tally:

THH - 2 quechuas (20 hammers total) [I lost another on Serdoa's turn; it actually took out half the horse archer's health!]
Serdoa - 1 catapult, 1 spearman, 1 archer, 1 warrior, 1 scout (92 hammers total), cities of Thessalonica, Zz'gash, Nicaea, Char

Thoughts on the screenshot format? On me replaying the turn?
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(April 11th, 2013, 13:56)TheHumanHydra Wrote: On me replaying the turn?

I'm not part of this game but I think replaying (even if you had no new knowledge) without a good reason (severe misclicking for example) is a big nono. But you should rather ask your co-players wink.
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Thanks for your input, Rowain. I hesitated to post about this in the tech thread because it might necessitate disclosing troop movements to the other players, and also because I didn't think it was a big enough deal to do more than note it here for posterity, but if everyone else is in agreement with you, I will certainly do so. (Thankfully we are coming up to a pause due to Serdoa's absence, so it won't even be that disruptive for me to replay again [no, I didn't end turn the first time] and send my original move on if that's what the other players would like.)

I will obviously avoid replaying a move in future.
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I don't have time to play right now but thought I'd give you the news (if you didn't already know from Old Harry's thread): the great and terrible day of battle has finally come!

Serdoa attacked my stack in the ruins of Char with (in order) 11 catapults, 2 axemen, 1 archer, 39 horse archers (including two Great Generals), and 1 chariot. I had 23 knights, 7 crossbowmen, 4 spearmen, 3 axemen, and 1 longbowman. He had better luck than my sims suggested, winning three very low-odds battles with horse archers right off the bat, for a total of 13 knights, 3 crossbowmen, 2 spearmen destroyed to 16 horse archers, 11 catapults, 2 axemen, 1 chariot, 1 archer (1011 hammers to 951). At the last my crossbowmen still had enough health to ward off attacks by his six available spears. On the whole, Serdoa came out ahead of my sims by about five horse archers (though he did start with three more) and ahead of me about the price of one knight or two horse archers - a slight attritional advantage for him. Of course, we must both now manage our armies carefully to guard against more lopsided loss.







That was exciting!

THH - 13 knights, 3 crossbowmen, 2 spearmen, 2 quechuas (1031 hammers total)
Serdoa - 16 horse archers, 12 catapults, 2 axemen, 1 chariot, 1 spearman, 2 archers, 1 warrior, 1 scout (1043 hammers total), cities of Thessalonica, Zz'gash, Nicaea, Char
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What now?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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We'll see. I don't have time to play right now, and I'll have to think about it a bit. I doubt I'll be attacking up that slope at eight full-strength spears though!
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Full report coming on the morrow - I opted to stay in place, promote and heal, which was somewhat risky. I got a little (maybe a lot) screwed over - I thought units healed at end of turn like everything else, but apparently not - most of my units would have been back at full health to meet any renewed attack by Serdoa if the rules functioned as I thought they did. That had better not cost me my stack ...
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(April 12th, 2013, 16:49)TheHumanHydra Wrote: ...most of my units would have been back at full health to meet any renewed attack by Serdoa if the rules functioned as I thought they did.

Well, that's why the rules don't function that way.
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