FWIW, I support moving the 5/10 str knight and the medic WC from Mano y Mano to threaten Weinlezbel (?). If the LB goes back, it's a still a win.
Kalin
Kalin
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FWIW, I support moving the 5/10 str knight and the medic WC from Mano y Mano to threaten Weinlezbel (?). If the LB goes back, it's a still a win.
Kalin (June 21st, 2013, 17:53)kalin Wrote: FWIW, I support moving the 5/10 str knight and the medic WC from Mano y Mano to threaten Weinlezbel (?). If the LB goes back, it's a still a win. and then the knight has to return to our city to heal, and we've wasted 2 movement points. we have enough units that we don't need to be dickering around with cripples.
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Well, the argument for taking the knight was that if the wounded knight could have great odds for razing the northwest city, then threatening the burn it down next turn might make the longbow turn around, which would be cool.
That said, since the odds are only 70-some (same as the unwounded medic chariot), I think healing more rather than gambling a 2 promo knight vs a quecha at only 70-80% to take a city a turn earlier sounds good to me. If the odds are sufficiently high next turn after healing, and there's still only a quecha in the city, it might be worth moving up then, though. (June 21st, 2013, 17:57)Zargon Wrote: Well, the argument for taking the knight was that if the wounded knight could have great odds for razing the northwest city, then threatening the burn it down next turn might make the longbow turn around, which would be cool. +1
I think that risking one knight for taking a city is worth. I am suggesting moving two units: the wounded knight and the medic chariot that could threaten the city. What we want is to have that LB to move back and not go to Weil der Stadt. Taking and razing or keeping that city would be great but I don't think it would happen.
Kalin
Agree with kalin. Move both units - if for some reason they don't reinforce, then we send in the chariot, if it loses, then the knight cleans up.
I think those 2 units, once healed, are unlikely to make a material difference elsewhere in the war
We should not raze that far western city until we have a settler ready to settle on same turn. We don't want poly to settle that spot...
Mwin
OK, have watched the video and logged in to look around. My comments:
I would hold off on the wounded knight and the medic chariot - let them heal 1 more turn. What do we gain by moving out? We just risk losing the medic chariot by attacking next turn. The turn after that there will be the same number of units: a quechue and possibly a longbow (depending on which way he goes) and we have a safer attack, either with a 1-mover or with a healthier 2-mover. Very unlikely that another unit appears in the turn we wait with it being a size 2 city. City management: Not much here. But I want to triple-whip the grocer in Gourmet Menu. Here's a screenshot of the tiles, sorry for not showing the other things in the city but my screenshots are messed up: Reason for whipping: I like whipping economic buildings in commerce cities when doing so doesn't take away cottage tiles. In this case, we whip away the two coastal tiles and a plains cottage. The plains cottage then gets picked up by Seven Tribes, who would otherwise be working a less-than-exciting 2/1/1 plains farm. And we get a nice shiny grocer in our commerce city. University next. At French riviera I'd work the cottage this turn for 1t earlier growth. In a vaccuum the horse is a little better but the earlier growth swings it to the cottage. At Cutting Edge next turn a knight? It's the unit that will have the longest shelf-life and can get to the front line quickly. Focal Point: Eh, pike I'm not hugely exited about but don't feel all that strongly about it. It won't get to the front line quick enough to affect the german war. I suppose it could be useful for picking off random knights in the next war but eh ... I'd go for a missionary here personally.
I'm strongly in factor of more missionaries.
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