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[PBEM22] Friends with Benefits

Belated Turn 41


Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Belated Turn 42




How does Chev only have 5 beakers? And 4 culture? No way he has a monument, I'm wondering if he knew about NM and put a plan together to grab it to solve cultural issues.





The more I look at NM to more I see massive death trap, a meat grinder and ship wrecker of an island.

Encampment via stone and forest chop potentially? I doubt it, but it's fun to dream.





I wonder if BA has two rice, like NM and HK have? Thrawn, when do you think you be able to take HK with 3 longboats, if it came to it?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Couple of questions: Don't I need shipbuilding to send settlers over water? IN which case, I take it I fill up the cheap techs, then start on Shipbuilding?

If you have to move teh longships away from NM to pillage a tile, does that not give Chev an opportunity to block a tile and hence try to force a work dec from us?

If I have to place a zig would the best tile be teh forest to clear at Shur? In which case we need to figure that out quickly.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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The question is, is there a benefit to delay and position better? Can we keep the element of surprise whilst doing so? Do we want to try and lead with a feit from the two far ships? Probably not because they will see your power and know what is happening. So is it worth just sending the bulk now to the far side (end around) whilst staying out of sight, eke out a few more turns doing so to stack up to their north with the new units, then blindside them from everywhere?

If you sent the Volantis boats down the west side, do you think you could combine them with the two ships to the east? Or would everything need to head down the east side to stay hidden?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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So the question to me is what steps do you want to take to make sure there are enough units in the back lines to make sure they can't build up a critical mass of ships? If the only units available are the Volantis ships then that is the choice.

I reckon there is a potential massive upside to having the extra ships in the southern group, what is the upside and downside to adding them to the northern group?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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I'll make a map stitch over the weekend.




So next turn swap civics. Looking at your gold, do you need to swap to Conscription once you get SW?





Part of me is now wondering if Chev didn't even know this was NM until this past turn? And I take it that you may pillage one tile for health if you only need one longboat to capture the city next turn?








TAD probably can't break that barb encampment for a while, right?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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Unless he has other forces near by that barb camp is more likely to break him.

Horse barb camps are the most dangerous once activated.

Certainly he wil be a while with it.
The man in black fled across the desert, and the gunslinger followed.
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Although i suppose galley and Trireme are as dangerous here.
The man in black fled across the desert, and the gunslinger followed.
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He has 106 mil strength so 3 galleys and 1 injured warrior?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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(October 21st, 2022, 05:56)Krill Wrote: He has 106 mil strength so 3 galleys and 1 injured warrior?

Looks about right yeah.
The man in black fled across the desert, and the gunslinger followed.
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