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Q Bakes an Evil Doom Muffin

I would like to point out 1 overseas settlement wherever would be a pretty decent commerce boost as all cities would become 2 gold trade routes (unless that is different in ffh)

Hbr will be useful. We have 2 coppers atm so one each for Lanun/kurio and clan can build wolves. Hbr should be roughly ready same turn as the capital warren too.

I wonder again is it worth using a couple of warriors to prevent the enemy going onto specific tiles? Like stick a few on the northern forests to make it harder for them to sprint past us? When I next chat with you I will think more about it.
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(January 25th, 2015, 19:36)ReallyEvilMuffin Wrote: I would like to point out 1 overseas settlement wherever would be a pretty decent commerce boost as all cities would become 2 gold trade routes (unless that is different in ffh)

Hbr will be useful. We have 2 coppers atm so one each for Lanun/kurio and clan can build wolves. Hbr should be roughly ready same turn as the capital warren too.

I wonder again is it worth using a couple of warriors to prevent the enemy going onto specific tiles? Like stick a few on the northern forests to make it harder for them to sprint past us? When I next chat with you I will think more about it.

Yeah, that's what I meant with sailing...I'd put it ahead of Education, but we really need those Kurio cottages to start maturing.

Yeah, went with HBR in the end. Forgot to mention, but we got Horse at every cap! Which is a pretty amazing MFG boost, although we need to get it setup.

Dunno. Been holding back atm in case they come in force, I want all the units to be able to come into play. Might switch up when the Clan units come down, but that won't be for ~7-8t.


They killed another warrior with their warrior in the north, fully breaking our sentry net. I sent the final one to explore forward a bit.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Probably need someone else to cover this turn.

[b[Micro notes:[/b]

Clan worker go along road to hill, start mining. Otherwise keep trucking along.
Lanun workers mine, and start to chop forest respectively.
Kurio western workers finish pig and move onto the silk. Kurio eastern ones: a) keep roading, b) move to wheat and start farming and c) move to plains hill and put a turn into mining before cancelling.

Lanun and Kurio caps build another warrior each (NOT the tailor). All the rest have builds set up.

Lanun workboats going south keep going. New one moves to improve the new cities fish.

Clan and Kurio warriors keep funneling towards the southern front.


I don't know why I took these shots last turn. But I did, so here you go:










Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Fuck, I forgot about this game. This is odd, but can I ask that no one plays the turn until I've had a chance to post about what I did last turn? It probably won't matter, but mafia might eat away at tomorrow morning - and I've got IRL stuff that will take up most of the day/afternoon - as well, and some of the stuff I did really needs explaining.

Besides, we need to have a chance to sit down and really nut out our troop positioning in the South, anyway.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'll be free from this evening on hopefully for troop stuff. Just getting through some intense irl work too!
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Uhh, sorry it was me delaying this turn. I've got all the economic stuff out of the way, and sent you all the Kuriotate save just before military comes into play.







No relevant units (nearby workers or warriors) have been moved. IIRC we have 12 warriors in the area (8 on the city tile, 4 on the tile one North East). Enemy knows nothing about our positioning save what they can infer from culture pop, but they've explored the raw area before. Centaur has fatigued as of this turn, so hopefully will have the malus/3 moves. It does wear off, but not reliably. Ideas:

- let them come to us. Try to draw them into various traps. Disadvantage: gets them visibility on larger portions of our army, and the city tile.
- station units to stop them getting too far. Disadvantage: gives them the advantage in mobility/choosing the fight, potentially removes our chance to kill their units (which is valuable, especially with promotions at stake).

Thoughts? I'll be back in ~10+ hours to debate this.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I had a quick look in - we should block them. I would say 2 units to the bare plains hill 2SE to eliminate the scout, and 2 units to each of the forests above the lake. That way we kill the scout before they see what we have, and then prevent the centaur being hasted onto us. Plus good chance for a kill!
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moving 4 warriors to the hill SE SE.

and the northern group stays where it is.
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Also are we convinced they are all coming this side or not? What if this is a feint whilst the rest of the units are moving north? Basically do we think they will be clever enough to feint move?
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For various reasons, I can't discuss this tonight. If you two think you have enough of a consensus to send something off now, then do so - don't wait for my input. Otherwise, I'll wait for the morrow.

Remember centaurs get defensive bonii, scouts don't.

They're definitely going south. I can outline why tomorrow.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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