 |
|  |
 |
|  |
 |
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:37
|
|
quote: Originally posted by Kloreep
Barbarian stack broke through and destroyed Delenn and Abel, along with the worker. Furthermore, it seems Stack #2 is behind them.
The position of that AM horse is unsettling. That is plain between it and Felinicity, so we should cover with a unit if we can. and what's the deal with the spearmen? I'm getting a little bit paranoid, though I'm hoping it's for nothing.
I'd suggest switching the Kurra temple, about to complete, to a barracks so it can produce vet units. I think we'll just have to trust LB for now and not expand our eastern borders (and thus our line of sight) there.
Cain is next to a BOH horseman on open lands. While his chances of actually killing it may not be good, I suggest he attack, unless something drastic changes.
Too late here to try to formulate a plan for the barbs... |
Too low of a SPT to really get much out of it. Especially when we get the Iron (will be 40 for MI, 30 for Pikes).
E_T
|
|
|  |
 |
|
Kloreep

|
 |
of the pillow
Jun 2002 time: 00:37
|
|
Potamia is only under direct threat of attack, this turn, from 5 horsemen. 2 are at 1/2 HP, and we should be able to dispatch one of those.
Suggested moves:
Franklin attacks the wounded horse 1 of him, presumably wins, moves 6 in to Potamia for cover
Bowman Big and Furry forts to keep the new Minoan stack at bay from that forest tile
Bowman Hercules 4, joining Big and Furry.
Note: http://www.zachriel.com/BattleCivulation.asp tells me that if the whole stack of 8 barbs attacks without flinching, they kill both bowmen about 60% of the time, albeit losing about 4.5 horses with some of the survivors wounded. This is not good, but I think it's preferable to letting them through. We only have so many units with which to go on the attack against such a big stack, we need to kill them on defense as much as possible.
Tosses cows 2 to safety, and possibly to Potamia next turn
New catapult in Felinicity 2-2-2
Bowman Jon 4 on to a hill by Potamia, to keep the barbs away from GoT
Bowman Kloreep 4 in to Potamia
Bowman Beta 1 to keep the barbs away from GoT
Shogun Bowman 4 on to forest to help Beta and jon; this froms a horsetight net
New spear in Babylon 4-7-4 in to Potamia
These moves away from the north are being trusting of AM to not be lying about not seeing BOH forces heading our way. I don't see how we have much choice anyway, we need to kill these barbs.
One of the PoA warriors 8-7-7 to cover Felinicity
New settler in PoA on to the iron. We can decide whether to settle or move to another tile next turn.
Again, we need a call on the settler stack. Send it back home or go ahead with moving it north to the incense?
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:37
|
|
quote: Originally posted by Kloreep
Potamia is only under direct threat of attack, this turn, from 5 horsemen. 2 are at 1/2 HP, and we should be able to dispatch one of those.
Suggested moves:
Franklin attacks the wounded horse 1 of him, presumably wins, moves 6 in to Potamia for cover
|
Sounds good, but how about this
Attacks, if wins, goes back to same spot. See below for more on this.
quote:
Bowman Big and Furry forts to keep the new Minoan stack at bay from that forest tile
|
No, move him to support Franklin. We don;t want them to get onto the tile. See below for more.
quote:
Bowman Hercules 4, joining Big and Furry.
|
quote:
Note: http://www.zachriel.com/BattleCivulation.asp tells me that if the whole stack of 8 barbs attacks without flinching, they kill both bowmen about 60% of the time, albeit losing about 4.5 horses with some of the survivors wounded. This is not good, but I think it's preferable to letting them through. We only have so many units with which to go on the attack against such a big stack, we need to kill them on defense as much as possible.
Tosses cows 2 to safety, and possibly to Potamia next turn
|
Nope, move with Herc. I've run a lot of simulations, dealing with Bombardment and I know that they are really good when available. They work off of the defenceive value of the attacking unit.
Or, you can keep B&F forted, with Franklin Moving into city, It allows us to use it next turn, if Barbs in range. 2 units supporting should keep it safe. The Battle calc doesn't take Bombardment into effect. but it can mean all of the difference in the world.
quote:
New catapult in Felinicity 2-2-2
|
Nope, move towards LI. Will be too late to help. Or keep it there, as backup, incase Barbs move that way.
quote:
Bowman Jon 4 on to a hill by Potamia, to keep the barbs away from GoT
Bowman Kloreep 4 in to Potamia
|
sounds good
quote:
Bowman Beta 1 to keep the barbs away from GoT
Shogun Bowman 4 on to forest to help Beta and jon; this froms a horsetight net
|
Nope. Have Beta Attack 4, will stay in same place, with Jon Supporting, when successful. Will leave 2 barbs left in that stack.
Shogun Bowman should move 7 onto Hills, with only 2 left, it;s not as risky. And if they want to lose move going into Forrest, then that's also good, as we can move around them.
[q]
New spear in Babylon 4-7-4 in to Potamia
These moves away from the north are being trusting of AM to not be lying about not seeing BOH forces heading our way. I don't see how we have much choice anyway, we need to kill these barbs.
One of the PoA warriors 8-7-7 to cover Felinicity
New settler in PoA on to the iron. We can decide whether to settle or move to another tile next turn.
Again, we need a call on the settler stack. Send it back home or go ahead with moving it north to the incense? [/QUOTE]
Move north, with the 2 spears and send Bowman Micha to follow.
Move Spear from Kurra towards LI.
Move Warrior from IT to Bab (headed to GoT).
That's that for now
E_T
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:37
|
|
Cities:
Babylon - Spearman built, start buildig Spearman (turn 1 of 2). Starting WF 1-7-12-16-18. NC
Inanna's Throne - Warrior built, start building Warrior (turn 1 of 1). Starting WF 4-7-8-15-16. NC
Plains of Ashur(grows/shrinks) - Settler built, start building Settler (turn 1 of 5). Starting WF 4-5-16-17, change WF to 1-2-4-16.
Felinicity - Cat built, start building Cat (turn 1 of 6). Starting WF 2-4-5-13, change WF to 3-4-5-14.
Garden of Tammuz - Building Worker (turn 2 of 2). Starting WF 2-3-8-18-19. NC
Potamia - Building Spearman (turn 3 of 4).Starting WF (due to Barbs) 1-8-15-19, change WF to 1-7-8-15 (after Barb killed).
Kurra (grows this turn) - Building Temple (last turn for this build). Starting WF 7-8-17, change WF to 7-8-20.
Hookah - Building Harbor (turn 4 of 16). Starting WF 1-8-19, NC.
Lake Istar - Building Worker (turn 9 of 10). Starting WF 2-3-7. NC.
E_T
Last edited by E_T on 21-07-2005 at 13:03
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|