The real hero: The sacrificial immortal who really saved our bacon.
Chariot vs Spear .5% Win flawlessly
Chariot vs Spear .5% win flawlessly
Chariot vs Spear .5% win 35/100 HP, chariot got 5 hits
Chariot vs Archer (CG2) 1.9% win flawlessly
Chariot vs Archer (CG2) 1.9% win, chariot hits once
Chariot vs Archer (CG1) 2.9% win flawlessly
Chariot vs Archer (CG1) 2.9% win, chariot hits once
Chariot vs Archer (CG1) 6.8% win, chariot hits 3 times
Chariot vs Archer (CG2) 6.7% win chariot hits once (archer 70/100)
Chariot vs Archer (CG1) 16% win chariot hits 3 times (archer 37/100)
Chariot vs Archer (CG2) 29.8 lose, chariot 4hp
Chariot vs Immortal 27.2% win, imm 64hp
Chariot vs Archer (CG1) 84.5% WIN, archer 14hp
Chariot vs Spear 85.3% lose, chariot flawless
After CG2 promotions to the archers, they ended up with 2.3 and 2.0 hp. I got worried about the axe being left as the top defender to a chariot, so I attacked out with the newly completed axe:
Axe vs Chariot 75.1% win flawlessly
I may need a RNG or dice smiley to further emphasize the exact location of the horseshoe lodged in our bodies.
OK, the priority now is to eliminate Azza. His intentions are pretty clear, what with dumping his EP on us every turn. His land with the unsettled mass in the west will be plenty for us. Molach is defending his closest city to us with 1 warrior, which we can attack in 1 turn with a two mover, for goodness sake. He's got a Praet and a warrior in the lake city south of Belvedere. His attention is elsewhere, grabbing land to his east. The question is, what units do we want to use?
Math is in 5 turns, construction is probably quite a bit after that. We could play "safe," and wait for cats. I can't imagine that we'll be able to amass enough units to take his hill capital with 40% before math.
We also have the GG to use, I think a super axe or two level 4s will be the best uses. Our one axe is at 6/2, another axe from Mad Dog will be 3 XP out of the chute, so we can get two at level 4. Probably hold onto him now, as Mad Dog is safe for the time being.
A barb axe spawned in the Northwest. It will get to Three Olives in 3 turns, fortunately, the immortal in Mad Dog can be up there in two turns.
After the spear, I have the capital set to build a settler, it has way too much whip anger. Alternatively, we can revolt to Hindu to get some happy back. That GL cow spot is instantly productive for us.
Suttree revolted to HR. We discovered Sisu and Boldly (via chariot) in the east. Oxy is the only other person we know who knows all of these people. Only Retep and Kuro left to meet. Eight civs packed onto one landmass, as far as we can tell.
Tech construction, get cats, take Azza, try and get financial to catch us up.
Chariot vs Spear .5% Win flawlessly
Chariot vs Spear .5% win flawlessly
Chariot vs Spear .5% win 35/100 HP, chariot got 5 hits
Chariot vs Archer (CG2) 1.9% win flawlessly
Chariot vs Archer (CG2) 1.9% win, chariot hits once
Chariot vs Archer (CG1) 2.9% win flawlessly
Chariot vs Archer (CG1) 2.9% win, chariot hits once
Chariot vs Archer (CG1) 6.8% win, chariot hits 3 times
Chariot vs Archer (CG2) 6.7% win chariot hits once (archer 70/100)
Chariot vs Archer (CG1) 16% win chariot hits 3 times (archer 37/100)
Chariot vs Archer (CG2) 29.8 lose, chariot 4hp
Chariot vs Immortal 27.2% win, imm 64hp
Chariot vs Archer (CG1) 84.5% WIN, archer 14hp
Chariot vs Spear 85.3% lose, chariot flawless
After CG2 promotions to the archers, they ended up with 2.3 and 2.0 hp. I got worried about the axe being left as the top defender to a chariot, so I attacked out with the newly completed axe:
Axe vs Chariot 75.1% win flawlessly
I may need a RNG or dice smiley to further emphasize the exact location of the horseshoe lodged in our bodies.
OK, the priority now is to eliminate Azza. His intentions are pretty clear, what with dumping his EP on us every turn. His land with the unsettled mass in the west will be plenty for us. Molach is defending his closest city to us with 1 warrior, which we can attack in 1 turn with a two mover, for goodness sake. He's got a Praet and a warrior in the lake city south of Belvedere. His attention is elsewhere, grabbing land to his east. The question is, what units do we want to use?
Math is in 5 turns, construction is probably quite a bit after that. We could play "safe," and wait for cats. I can't imagine that we'll be able to amass enough units to take his hill capital with 40% before math.
We also have the GG to use, I think a super axe or two level 4s will be the best uses. Our one axe is at 6/2, another axe from Mad Dog will be 3 XP out of the chute, so we can get two at level 4. Probably hold onto him now, as Mad Dog is safe for the time being.
A barb axe spawned in the Northwest. It will get to Three Olives in 3 turns, fortunately, the immortal in Mad Dog can be up there in two turns.
After the spear, I have the capital set to build a settler, it has way too much whip anger. Alternatively, we can revolt to Hindu to get some happy back. That GL cow spot is instantly productive for us.
Suttree revolted to HR. We discovered Sisu and Boldly (via chariot) in the east. Oxy is the only other person we know who knows all of these people. Only Retep and Kuro left to meet. Eight civs packed onto one landmass, as far as we can tell.
Tech construction, get cats, take Azza, try and get financial to catch us up.