September 23rd, 2014, 07:54
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(September 21st, 2014, 16:49)Krill Wrote: novice, when you log in you might think I screwed up with some workers, but really, I decided not to do what looks obvious.
I'll explain better. whosit moved most of his stack out of Plano, leaving 5 archers, 1 C1, 1 CG1. I positioned Aall the HA to invade next turn. I also moved down 3WE and 4 cats. The slow movers cannot move onto the hill to attack next turn due to worker positions. But attacking next turn is bad, if whosit does not have engineering we may be walking into a trap.
My advice is to move workers into position to road the tile 11 of the ele/cat stack on T137, and then move in the slow movers and the HA. T138 take the city; bomb down with 2 cats and then throw away to more cats at the city seems best, if there are only 5-6 archers there. Use as few fast movers to take Plano as possible. Once the city has fallen, the HA can move to the hill 44 of Chill Lakes, and T139 take the city to eliminate Whosit. Giving Whosit the extra turn to move units against CH means they should be dead before he can attack us, especially if you use a chariot to pillage a road or two. The C1 HA already have odds on the CG1 archer, the only real problem is if Whosit has a spear in Chill Lakes.
I'm guessing Whosit's stack wasn't here when you wrote that:
I have to run.
September 25th, 2014, 16:40
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September 25th, 2014, 16:48
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Down 360 hammers up super medic and the ability to build HE. If healing takes 2 turns in the city then I think we could move on plano t140? May need to whip 2 or 3 cats...just bombing down culture should be enough to get good odds.
Restarting research what turn? T142?
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September 26th, 2014, 01:55
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I'm 2-turning (done eot138) cats in FP and TtL. Healing in the city was my plan, and the superhealer can be there t138 as well. One issue is that it leaves the stack open for ambush from dtay.
Do we need any of the techs sooner rather than later? Feudalism for longbows? Code of Laws for courthouses?
I have to run.
September 26th, 2014, 02:32
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That one is up to you looking at the cities. We are probably best served saving gold and building infra in a GA so I don't really know. Court houses would be useful if we had a place to build the FP. Other than that maybe want CS early to farm more? That means trying to get col feud cs in 3 turns.
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September 26th, 2014, 03:51
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What are the break even and Max slider numbers BTW? Are we breaking 700 bpt yet? I think we definitely can 1turn CS we would just need about 8 people have it and I am sure at least 6 people have it. Plako dtay bgn joey TBS and oldtourist. Probably more. Xenu oxy and dazed? That would mean need about 950 gold right? So restart research t139...
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September 26th, 2014, 04:03
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We don't need the entire stack to finish Whosit now. Move the ha to TtL and put the supermedic there. Let the WE heal where they are we need at most 4 healthiest to cover tile 9 of plano when we invade then they get decent odds with minimal cat help. Then HA run to CL to finish Whosit. One extra turn healing should be plenty for the WE. Can put weakest units in PE to heal if you want. That gives stay limited vision on what we are doing.
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September 26th, 2014, 06:14
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Turns out Plano's borders expanded at eot137, which changes the tactical situation slightly. Bad timing by Whosit to invade the turn before borders popped.
I have to run.
September 26th, 2014, 06:34
(This post was last modified: September 26th, 2014, 06:34 by novice.)
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Double post.
I have to run.
September 26th, 2014, 07:47
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You want to try something risky? Move up the fast movers once healthy, ahead of the WE cats mini stack but split the stack to put two HA separate from the other HA and let Whosit try to kill them with the archers.
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