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(May 24th, 2013, 19:13)Merovech Wrote: (May 24th, 2013, 18:50)regoarrarr Wrote: I think Commodore will prove more than up for any challenge, unless the Zulu drastically speed up their timeline. The last post I read said they were aiming for somewhere around ~20t from now? I bet Commodore launches a pre-emptive strike before that
Com already has his ships in position, no? Nope the luckily happened 'doublemove' (not a real one as they are at peace and not in a settler-race) from the Zulu brought their Galleons to the spot commodore wanted to move too. So they have at least a 1 turn warning.
May 25th, 2013, 02:04
(This post was last modified: May 25th, 2013, 02:05 by SevenSpirits.)
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I saw that and I assumed it actually means that the doublemove was UNLUCKY for zulu. If Commodore had moved first, they would discover his galleon stack, and even be able to react this turn. (In fact, maybe they could delete the galleon that found the stack and set up a trap, I don't know what the full situation is.) Instead, Commodore will see the Zulu galleon and can either turn around to hide, or continue on and declare war before zulu get another production phase they can react in.
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(May 25th, 2013, 02:04)SevenSpirits Wrote: I saw that and I assumed it actually means that the doublemove was UNLUCKY for zulu. If Commodore had moved first, they would discover his galleon stack, and even be able to react this turn. (In fact, maybe they could delete the galleon that found the stack and set up a trap, I don't know what the full situation is.) Instead, Commodore will see the Zulu galleon and can either turn around to hide, or continue on and declare war before zulu get another production phase they can react in.
yeah but it depends on what moment in turn they moved their Galleon. Imagine they move the Galleons last and discover the stack in striking distance but too late to do anything about it. Now they are guarrantied to hit the stack at least once on open waters.
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(May 25th, 2013, 02:15)Rowain Wrote: yeah but it depends on what moment in turn they moved their Galleon. Imagine they move the Galleons last and discover the stack in striking distance but too late to do anything about it. Now they are guarrantied to hit the stack at least once on open waters.
I'm really not sure what he's going to do. scooter has a boat on the key tile, so Comm will have to either park the stack in ocean, (and likely get rolled by promoted galleons), or take a few shots with very valuable ships, or turn around and hide out in the ice. If comm moved first, scooter would have been able to take very few shots at galleons with the coastal defence bonus.
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(May 25th, 2013, 02:15)Rowain Wrote: (May 25th, 2013, 02:04)SevenSpirits Wrote: I saw that and I assumed it actually means that the doublemove was UNLUCKY for zulu. If Commodore had moved first, they would discover his galleon stack, and even be able to react this turn. (In fact, maybe they could delete the galleon that found the stack and set up a trap, I don't know what the full situation is.) Instead, Commodore will see the Zulu galleon and can either turn around to hide, or continue on and declare war before zulu get another production phase they can react in.
yeah but it depends on what moment in turn they moved their Galleon. Imagine they move the Galleons last and discover the stack in striking distance but too late to do anything about it. Now they are guarrantied to hit the stack at least once on open waters.
1. Open save
2. Check event log
3. Scan entire map
4. Check graphs and c&d
5. Move sentry units
6. Play turn
I have to run.
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(May 25th, 2013, 05:54)novice Wrote: (May 25th, 2013, 02:15)Rowain Wrote: (May 25th, 2013, 02:04)SevenSpirits Wrote: I saw that and I assumed it actually means that the doublemove was UNLUCKY for zulu. If Commodore had moved first, they would discover his galleon stack, and even be able to react this turn. (In fact, maybe they could delete the galleon that found the stack and set up a trap, I don't know what the full situation is.) Instead, Commodore will see the Zulu galleon and can either turn around to hide, or continue on and declare war before zulu get another production phase they can react in.
yeah but it depends on what moment in turn they moved their Galleon. Imagine they move the Galleons last and discover the stack in striking distance but too late to do anything about it. Now they are guarrantied to hit the stack at least once on open waters.
1. Open save
2. Check event log
3. Scan entire map
4. Check graphs and c&d
5. Move sentry units
6. Play turn
This. Always, this.
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Wait, commodore offered peace?? Zulu will get 10t game-enforced peace on both sides?! Every time they brush death this world changes around them to provide them a way out. Incredible.
May 25th, 2013, 23:15
(This post was last modified: May 25th, 2013, 23:19 by Kofiman.)
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Looks like the sixth unit in the boats was a catapult. One more hitter and he'd have had his raze on. Maybe a bit of a mistake in attack order
Whatever happens..
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Unbelievable...
the Zulu defy all logic, they're totally gonna survive a successive 2v1 against two opponents with a huge MFG, Land, Tech and Power advantage.
This has to one of the most epic games since the Apolyton Demo...
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(May 25th, 2013, 23:26)Oxyphenbutazone Wrote: Unbelievable...
the Zulu defy all logic, they're totally gonna survive a successive 2v1 against two opponents with a huge MFG, Land, Tech and Power advantage.
This has to one of the most epic games since the Apolyton Demo...
Only if they take peace. Comm has some 2t and 3t frigates rolling off the line now, and most of his army was on the serdoan border, which is on the right side of his empire.
...
after looking at the empire overview, comm needs moar troops and he don't have enough boats now, and there's only a couple frigates with any shields in them. This should be a sight to see.
And who knows? Maybe cheeta will snipe some islands or something. I don't think the zulu can attack succesfully, but they can damn well make a blaze of glory.
This is definately a most epic game.
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