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The German War

I got a bit confused about the Time Zones details, so, can someone confirm if I'm right that Sullla's stream will be ~90 minutes from now?

Edit: to make my post a bit more useful, I'm planning to test some battle odds in half an hour, using the Combat Calculator. So I want to know if I can do it before the stream (when I figure no one will want to wait for my calculations lol ).
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Yeah, 90 minutes from now will be 6:00 EST
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(June 18th, 2013, 15:21)Sullla Wrote: * Pillaging tiles in neutral territory is a very, VERY, VERY low priority. This team is placing far too much emphasis on this one stupid CFC chariot. It's already moved this turn, and there's no guarantee they will even pillage again. Nor do we really care that much. If by some chance there's a unit in the area with nothing else to do that can't reach the front lines, we'll go ahead and pillage, but don't expect me to put any real emphasis on this.

I think you are misrepresenting the attitude surrounding pillaging tiles. In many cases, we can do it without costing ourselves anything at all because of roads. This was the case with the 40 free gold we got by pillaging the tile 1W of the city we captured (at tile improvement we were going to bulldoze anyway). If the decision is between pillaging a tile or getting an extra unit ready for combat, then of course we don't want to waste time pillaging because the combat is way more important. But if we can pick up some free gold and/or deny free gold for CFC while costing us nothing at all, that's just being efficient and smart.

So please don't set a mental filter to just ignore any pillaging-related suggestions when clearly it was beneficial last time we did it. If it costs us nothing in terms of combat and tile improvements we'd like to keep, we should consider it.
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Well, I think intel will be quite valuable, and placing even a single mace to the tile 2SW of Wismar will be quite worthwhile. Right now WPC caused us to lose half our knowledge of WPC's force dispositions, and that hurt. Ie, scout first, then decide on where we want to move our main stack and the reinforcements.

I looked a bit at the map, and the idea of going 2NE from Worms. I like that idea, but I think we should place our two-movers on the tile 1E of Worms, perhaps covered with a single mace or two (there is a single war elephant that can attack the tile).

That puts pressure on Weil der Stadt, hopefully causing them to put a few elephants and spears there, ie units that we won't have to face at the capital. They can still go NE-E next turn, joining up with the main stack.
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I'm confused by your Weil der stadt plan, kjn. Did you mix up E and W again?

What Sullla says generally sounds good. Two things:
Re: Pillaging: What scooter said.
Re: Helm: Any unit that can make it to the battle of Webringen should go there. Our stragglers can take Helm.

Also I definitely think we should put a mace on the hill overlooking Wismar. If I understood kjn correctly we have maces in the area that can't make it to Webringen anyway.
I have to run.
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(June 18th, 2013, 15:46)novice Wrote: I'm confused by your Weil der stadt plan, kjn. Did you mix up E and W again?

Also I definitely think we should put a mace on the hill overlooking Wismar. If I understood kjn correctly we have maces in the area that can't make it to Webringen anyway.

1. banghead Yes. I think we should put 2-movers on the tile 1W of Worms, covered by a mace or two. The maces can either threaten Weil der Stadt or garrison Worms afterward.

2. One option is to use the mace 2E1S of Wasserburg to garrison Wasserburg, and use the Wasserburg mace to scout out Wismar.
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Questions: Where is the Great General most likely to be generated? How is this decided by game mechanics, or is it random? Have we identified which unit is the best candidate for a Supermedic?

I think that we pretty well agree as a team that we want a Supermedic, particularly now that we are likely to be suffering more damage as we have to fight through longbows/elephants. Though, the case has also been made to settle the general in Horse Feathers for 5xp 1-movers. We'll be generating the general very early in the turn, so we shouldn't move more units than we have to prior to seeing where the general come from. With Engineering, we should be able to get it pretty close to the front/main stack if one of our healing War Chariots is close to where the general spawns.

Thoughts?
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A couple of things to point out ...

knight v longbow at worms - 10.5%
combat 1 knight v longbow at worms - 22%

We have knights in range of worms that are due two promotions (trailing stack)

100% tech will finish Alphabet but needs 413g. 60% tech will also finish Alphabet (duh) and needs 181g - we have 203g.

All of my discussion about knocking out a few WCs for sentry (or pillaging as mentioned by others) is out of date - we cannot build WCs anymore.

Where are we looking to threaten their capital from - options are flat ground (lots of tiles) or 1 hill (1 tile only). We we move towards the hill, then they can hit us on flat ground before we get there but probably not with the stack that I assuming is coming to the capital's rescue from the north. The downside of heading towards the hill is that the only city we can threaten then is the capital (unless we split our stack).

My suggestion / preference ... hit the longbow with a C2 knight first. We will need cannon / cat fodder for the capital. Move towards the hill (quick is better than slow). I am unsure about carving off units to threaten their western city.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Informations about possible combat results, using Sareln's Combat Calculator:

From what I can see, the longbow we are facing has 145% defense modifier (please, correct me if I'm wrong so I can make the calculations again):

50% Cultural defense on the city (walls)
45% Hill defense
25% City defense
25% Hill tile (terrain modifier)
0% fortify
+1 first strike chance

Here's our odds with the following units:

No promotions maceman:

[Image: Macenopromo.png]

A very relevant piece of data is the percentage of the mace losing without getting a single hit on the longbow (20,95%).

CR1 Mace:

[Image: macecr1.png]

18,97% chance of no hits.

CR2 Mace:

[Image: macecr2.png]

No hits chance goes down to 9,85%!

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I'll post results about knights soon. Other maceman promotions are always worst than CR, from what I tested.
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No promotions knight:

[Image: Nopromoknight.png]

Combat 1 Knight:

[Image: Combat1knight.png]

Combat 2 Knight:

[Image: knightcombat2.png]
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