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[SPOILERS] Lurkerloos and map discussion

@ Ceiliazul, if Slowcheetah runs those Galleons in to nuke 5-guys and PindiScooter kill his Galleons then they've traded 5 guys for all that they can see of Slowcheetah's lift-capacity and have isolated his army onto the one-tile island. Basically, their goal is to keep Slowcheetah's land forces off the continent. If they can isolate his Army onto a 1-tile island, that's almost as good as killing them.
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It would be really interesting to see if the Zulu can actually survive this game. It sounds like they should do pretty well in the war with Slowcheeta and getting almost 20 galleons within 3 turns of discovering astronomy is really solid play. Their tech rate is pretty good, so perhaps if they just beeline steel they have a shot. Ironclads would be ok for defending an island and drydocks would help them deal with the whipping nerf, considering their production is crap.

Of course, if they start to show weakness and Commodore piles in, they are screwed. Unless they migrate to Xenu's Peninsula lol
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Unfortunately for them, Commodore doesn't really have much choice but to annex them soon. Also, Sirian doctrine would laugh at coastal defenders.

Ironclads are useless except in lakes. (see OldDavy v Sulla in PB6)
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(May 13th, 2013, 18:53)Oxyphenbutazone Wrote: It would be really interesting to see if the Zulu can actually survive this game. It sounds like they should do pretty well in the war with Slowcheeta and getting almost 20 galleons within 3 turns of discovering astronomy is really solid play. Their tech rate is pretty good, so perhaps if they just beeline steel they have a shot. Ironclads would be ok for defending an island and drydocks would help them deal with the whipping nerf, considering their production is crap.

Of course, if they start to show weakness and Commodore piles in, they are screwed. Unless they migrate to Xenu's Peninsula lol

The GLH is the only thing keeping them relevant. Without that they will be dead.
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(May 13th, 2013, 19:02)Ceiliazul Wrote: Unfortunately for them, Commodore doesn't really have much choice but to annex them soon. Also, Sirian doctrine would laugh at coastal defenders.

Ironclads are useless except in lakes. (see OldDavy v Sulla in PB6)

Sirian Doctrine would only apply to the island post combustion as galleons couldn't get past their sentry net/outlying cities without being noticed. But yeah, I fully expect Commodore to attack, it would just be cool to see a civ with such an epic history survive until the end of the game.
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(May 13th, 2013, 20:54)fluffyflyingpig Wrote:
(May 13th, 2013, 18:53)Oxyphenbutazone Wrote: It would be really interesting to see if the Zulu can actually survive this game. It sounds like they should do pretty well in the war with Slowcheeta and getting almost 20 galleons within 3 turns of discovering astronomy is really solid play. Their tech rate is pretty good, so perhaps if they just beeline steel they have a shot. Ironclads would be ok for defending an island and drydocks would help them deal with the whipping nerf, considering their production is crap.

Of course, if they start to show weakness and Commodore piles in, they are screwed. Unless they migrate to Xenu's Peninsula lol

The GLH is the only thing keeping them relevant. Without that they will be dead.

So? That advantage isn't going away anytime soon.
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Does anyone know if Slowcheetah still has city visibility on PindiScooter?
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(May 13th, 2013, 22:04)Sareln Wrote: Does anyone know if Slowcheetah still has city visibility on PindiScooter?

Pindiscooter say he does not.
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Given the amount of EP the Zulu have gathered on him during the last turns SC shouldn't have it any longer.
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Slowcheetah still could settle horse island and provide safe sea lanes to Zulu island... I don't see this ending well for Zulu.

But hey, I've said that about them before! lol
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