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Micro Thread

I took a look and they have not focused much on Navy and their southernmost cities are weakly defended. We definately should try to raze/capture some of them e.g. OathKeeper, Pike and Machete). I also think we should keep Nationhood. Some of the cities I drafted 1st have already no draft unhappiness so I think we can find 3 draft candidates for few more turns.
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You want to play the turn, Plako?
If you know what I mean.
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Yeah I can do it in the evening. Any instructions?

What do you think about our civics? Change something or keep current ones.
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I say stay with the highest possible unit production capacity. I.e. current civics.
If you know what I mean.
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I don't think I can play today. If we pause it for a few hours, I can play tomorrow.
If you know what I mean.
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Do we have enough cavalry to flank away Gillettes cannon stack? We can move through the captured city centre to reach the stack.
I have to run.
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Good thinking. We have about 50 cavalry, so probably enough to outright kill the whole rifle/cannon stack.

Perhaps cancel the naval strike.
If you know what I mean.
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(September 15th, 2013, 03:06)zakalwe Wrote: I don't think I can play today. If we pause it for a few hours, I can play tomorrow.

Let's pause so that this turn gets a proper attention.

(September 15th, 2013, 03:49)novice Wrote: Do we have enough cavalry to flank away Gillettes cannon stack? We can move through the captured city centre to reach the stack.

Good point and we most definately have enough to kill that stack as it is. Let's hope it is still in range and doesn't get too heavily defended when we play the next turn.

Also we could cancel the naval strike to bring those 9 cavs in to the main front.
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Took a look. We've a bit of a weak spot near Single Malt (size 1 iron island). They get 1st strike and there are 4 Airships in Rapier. 3 Galleons can reach Single Malt, 2 Weissbier and 1 Cape Cod. They've also Ship of the Line in Trident that can move 5 tiles. So I would do following in this neighborhood:
* Weissbier i.e. MoM city (currently Rifle, Archer and Axe)
- It should be quite safe 1st turn of war since Airships can't reach it and only 2 Galleons can reach it
- Whip Rifle
- Move one of Cavs near Capital in it
* Salty Dog (currently Rifle+Axe)
- No ship can reach it 1st turn
- Prepare to whip Cav next turn
* Elephant Beer (X-bow + Frigate)
- No ship can reach it 1st turn
- Whip Cav net turn
- Move Rifle from Paikilller towards it
* Cape Cod (currently Mace)
- 1 Galleon + few Frigates can reach it. None of them can bombard though
- whip Rifle and move the Cannon close by in
* Single Malt (1 Rifle)
- Unload all 3 Rifles in the ship on the tile named Hit Rapier
- With both Galleons pick up as many cavs as possible near Salty Dog and naturally place Galleons so that they're out of reach of Gillette's Frigates (might need our own Frigates placed so that they protect the Galleons)

We probably won't have enough Frigates to counter attack before they bring SoLs in. We should also consider, if we want to Draft some of the cities in this neighborhood.

We need something to handle SoLs. We could research Steam Power in 3T or MilSci in 2T. Latter has decent known civ bonuses so definately worth considering.
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Looking good.

I did:
* One of the Rifles in Single Malt had promotion to take => Guerrilla I

I considered:
* There is a chance we lose Single Malt (Airships + 9*Grenadiers would have a good shot, especially, if they're promoted Berserkers). I considered moving both ships inside it NW (or at least Frigate). If they attack them, we'll get a shot to wipe out the survivors from that attack. Opinions?
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