February 12th, 2015, 06:56
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Yup, yup yup.
Pity about the dead warriors, a bigger pity about the enemy experience. Impossible to tell, but most of them will have gotten shock out of that - less of a big deal with horsemen of our own on the way, but still a big problem.
We pick off the centaur with warriors? And the wounded scout?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 12th, 2015, 07:47
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I see this as a good thing. Annoying short term but it will take them a while to heal and we can replace units faster than them. No ability to pick off the centaur, he is too far away. Try and close off with another couple of mounted units?
February 16th, 2015, 21:27
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So they took Kwythellor, presumably, and nothing else. When I'm back on my computer I can write more about this (but, suffice to say, it arises from failing to reasses the enemy's area of influence in the wake of the 5 warriors they killed (and thus, the XP/mobility promos they could take)), but for now there's a big question:
Is that enough to call the game? If they've got through to there, they can probably kill the western Kueio city before we can stop them, but we should be able to keep the Clan/Lanun intact. Do we want to keep playing/think we can recover from this position?
Also, if anyone who's got a save can access and post relevant pictures, that would be awesome.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 16th, 2015, 21:43
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Quote:Is that enough to call the game?
Never surrender. Never give up.
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February 16th, 2015, 22:21
Bobchillingworth
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The field may have been leveled a bit, but I don't think the game need be over by any means.
February 16th, 2015, 22:39
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I'm leaving my own opinion aside for the moment. As recent events have shown, I clearly can't be trusted as turnplayer atm, so it's not really my call to make.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 17th, 2015, 01:54
(This post was last modified: February 17th, 2015, 01:55 by Kredom.)
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(February 16th, 2015, 21:27)Qgqqqqq Wrote: So they took Kwythellor, presumably, and nothing else. When I'm back on my computer I can write more about this (but, suffice to say, it arises from failing to reasses the enemy's area of influence in the wake of the 5 warriors they killed (and thus, the XP/mobility promos they could take)), but for now there's a big question:
Is that enough to call the game? If they've got through to there, they can probably kill the western Kueio city before we can stop them, but we should be able to keep the Clan/Lanun intact. Do we want to keep playing/think we can recover from this position?
Also, if anyone who's got a save can access and post relevant pictures, that would be awesome.
the problem comes of making the game a 1 guy with 2 others giving their thoughts, moving 3 civs... i just moved 5 warriors to a place i still think was a good place to draw the line... then without asking, they where retreated, when i thought they shoudnt be. would that have saved the city, probably not, but perhaps if 3 or 2 people play their turns, we could have noticed that, perhaps, as the warriors where up ahead, we could have taken into account the exp they got.
now, i havent played a single turn since they reached our border...(just half a turn, when you asked what to do with cardiths warriors). if you wanted any suggestion, just look at the save, suggest, and leave each player play their turn... we were supposed to play others civs turn on the early turns... not this turns...
Do i feel more experienced that you Q? no... you send a save, and ask if everything is correct, i say yes, he is the pro. dont even look at it... go champ!!!. perhaps if the responsability of the movement was mine, i could have noticed the road north of the warriors stack, and defend it...
wanna surrender?, i dont like it, and we can still win this... but i would like to play the turns iam supposed to play, and the other civs should play as allies, as it is supposed to play, this way i might give a movement more that 5 minutes of thought.
If REM cant play his turn (as i think he hasnt played any turn since the beginning), and Q wants to solo them. Go ahead.
February 17th, 2015, 05:35
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Mind sending me a copy of the save so I can have a look?
February 17th, 2015, 16:14
(This post was last modified: February 17th, 2015, 16:23 by ReallyEvilMuffin.)
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Guys firstly we should talk about how to fix this... We are in a tight spot. There are 2 7 mover horsemen at full health with promos in the ruins of the kurio cap. There is also a 6 movecentaur out of range of hitting from the warriors.
As well as this there is the stack trying to go around to the south.
Currently the 2 tasunke horses are the biggest problem. From where they are they can hit the western kurio city or any clan city. The centaur can also hit the southern clan city. Thus the likely play next turn is to raze the southern clan city with the centaur and the western kurio city with the 2 horsemen. Maybe the western clan city if they can find it (it is at the full 7 moves) the GS is also vulnerable
The clan cap will make 2 wolves this turn and can 1 turn wars next turn so should be safe for the forseeable future. The southern clan city has just a goblin in and no way to reinforce. It is on a worker build this turn so is likely to die. The western kurio city maybe able to be saved. It is now the cap so gets the GK prod bonus so will be able to 1 turn a warrior. We also have a warrior next to the horsemen. The southern stack is mostly warriors and a centaur.
We can possibily save the clan city from the centaur. We cannot hit it as it is on a forest, but we can block him. The city will finish a worker this turn and cannot 1 turn any defence. If we create a line of units below it using the centaur, the goblin from the city and a worker, the only way it can be taken is if the centaur moves NW NE NW NW NE E, following an unusual path up onto the hill. If it does this then although we lose the city and the new worker we should be able to kill the centaur the next turn. So either the city is saved with the wolf riders due NT or is lost for no units. As a precaution we should configure for max commerce.
The western city is slightly harder to protect. It can one turn a warrior, but with the 2 horsemen able to hit it I don't have much hope for it. I think we should suicide the warrior next to the horsemen to try and inflict some damage and create a worker wall to the south so only by moving north can they go through things. But it doesn't look great. There could be an argument for trying to use the centaur after the warrior on the horsemen, but I do not want to lose a good unit at poor odds and likely only delay the inevitable. Depends how much damage the warrior does to the other unit. The kurio western city can cont 1 turning warriors indefinitely, it just depends on whether we can survive next turn. I believe that str 4 warriors could hold that cap.
As for south, they cannot get past our stack to the NW of the city. I suggest leaving 10 units in there including the war build this turn and keeping the rest on the tile 1NW of the city, ready to hit if they try to move past to the south of the city.
Unsure what to suggest for lanun, they look pretty tight up there currently. Workers should road the wine rather than finish the winery just in case the mobility is needed though I would say.
Edit - also to save the GS he should bulb. Not optimal but better than loosing him. Edu will be finished by kurio turn, not quite sure what he will be allowed to bulb though.
February 17th, 2015, 16:22
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Now as for our issues... I looked over the Q save and was happy. Admittedly I had no idea that mounted units could take MA increasing promos. I was mindful of a tasunke warcry but not having 2 promos to increase the MA 2 points. Otherwise I would have noted the open road, which they could have seen appear given the hooked cotton. I believe it would have been a close attack as there was a centaur and a goblin in the city no? str 4 over a river plus the def bonus would have been 50% ish so I believe they were fairly lucky, but they should not have had the chance. I do not think it is all over. It is a pain that we lost the cap, the culture and the tailor but it is by no means over. We still have a decent tech lead and a strongish position.
Our issue is lack of communication, pure and simple. Moves are being made on an ad hoc basis, with different plans between us that are not discussed. I have not played a turn for a while as I did not feel confident in choosing builds in the cities. I am more than happy microing the workers, but the planning the defence as well, I just am not that familiar with the mod.
I actually feel it is better having a turnplayer rather than 3 people with different agendas moving each civ. Planning the defence is important and if we are not all around to discuss it then a designated turnplayer is better. But that is my opinion. I can play my clan turns if people wish.
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