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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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The plan was to add two pikes to Hurricane 8 and one to Sandstorm 6, bringing us up to six and four pikes in the two cities, respectively. Our new Bolderberg pike can head 8-8-8 to near Tempest, and our new EotS pike can go where EotS pikes traditionally go.
Questions:
1) Do we want to shift Arashi from production mode to growth mode?
2) Do we want to switch EotS, Hurricane, and/or Tempest to horsemen now, or wait a little longer? My inclination is to build one more pike in Hurricane so we can rotate swordsmen back to Hurricane for upgrade without reducing our defensive capacity from its current level. Past that, another pike from EotS this turn and one from Hurricane the turn after would let our new galley from Sufa pick up a pair of pikes to go after Vox's roads. Similarly, I'd like to get another pike in Tempest so we can (if all goes well) break a couple pikes loose for our western galley.
So for production, my current thoughts are EotS and Hurricane on pikes, Tornado on medieval infantry, Cyclone on workers (we'll especially need some extras if we make peace with Vox), and Arashi and Bolderberg on WCs. The other production priorities don't especially need to be decided this turn. I don't care strongly whether we keep Arashi focused on production or try to focus on getting it growing again.
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Shiber
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Haifa, Israel
Jul 2002 time: 07:27
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quote: Originally posted by FrustratedPoet
That's what I'm afraid of too, and I think it's a real possibility that we'll see some stacks of galleys appearing on our West coast in a few turns time. |
Actually, we can deal with reinforcements from galleys better than we can deal with reinforcements coming south through the spinebreakers.
If they choose to deliver additional reinforcements from galleys, they'll have to get through our own galleys first, since we're blocking their way. They'll have to destroy two galleys, and they'll need to use empty galleys for that job, since they don't want to risk galleys with cargo. Their best-case scenario is sinking one of our galleys with no loss of HP, sinking the second and then grabbing the troops and unloading them to our shores before our next galley can get them (which I don't think is even possible). And it's more likely that they'll lose one galley in the progress, which would set them back by a few turns, and force them to build another galley instead of more troops.
They probably won't take such high stakes and continue using the old method of marching through the spinebreakers. I think it's very possible that they'll try to bring as many immortals as possible to the mountain between Tempest and Arashi (and this is the sole reason why they are holding it right now). I think they have no idea of how many catapults we have. I also think that we need more of those, along with MedInfs.
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Shiber
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Haifa, Israel
Jul 2002 time: 07:27
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quote: Originally posted by notyoueither
Do we sink the Vox scow? |
I don't know... this is definitely an option.
Another option is to set up a blockade. Currently they can get around our galleys through sea and end the turn in safe coastal waters. Not that they'd do that with a galley full of immortals, they won't take that chance, but I really don't know. Anyway, we can effectively block them off by moving one of our two galleys 8, 9, 6 or 3 (I'd suggest 8, since this will let us see one tile further into Voxian waters).
If we set up such a blockade, they'd need two galleys and luck to break through - one empty galley to kill one of our blockading galleys (they wouldn't risk a full galley in combat, of course), and the other to carry the cargo and break through. But then we'd have a shot at their cargo galley with our remaining galley next turn.
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Shiber
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Haifa, Israel
Jul 2002 time: 07:27
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quote: Originally posted by nbarclay
Vox's galley stayed the same place
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Theory: Vox already sees 2 GS galleys (which is probably more than what they currently have, considering that they'd rather build immortals than galleys and the infrequency of Vox galley sightings) and knows that there may be more out there. They have realized that dropping reinforcements from their galley on our shores is not an option anymore, since we have a good chance at sinking the cargo with the ships, and now their sole galley is good for almost nothing.
Realizing that, they must hope for us to attack them - they don't care about their galley anymore, but we might lose a galley that poses a threat to Vox in the process.
Nathan: I think you're right, but following the same logic, we shouldn't risk a galley to try to chase and attack GoW's galley. Not that it matters, though - I think we can't catch it anymore, if it's going to Port Isolation.
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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I went ahead and moved a galley 8-4. Vox has a vet spear and a "Hoover the Deep Cleaner" (regular immortal) sitting on the road, so we can't do a pike landing directly on the road. I'm tempted to park both our galleys there and dare Vox to leave a tile undefended in that area. And if their galley tries to move south, our speed advantage would let us intercept it.
If we want to cut off Vox's iron, I see three main possibilities.
1) Land a pair of pikes on Grog's Mountain, and follow up with medieval infantry to break onto the road.
2) Use an Inchon approach, landing a settler and a bumch of pikes either near Elipolis or on the grassland by the colony.
3) Use a hybrid approach, prepositioning pikes on Grog's Mountain and then, if Vox doesn't let them onto the road, using them to reinforce the Inchon operation the moment the city is built. Note that the pikes could move from the mountain onto galleys and then unload from the galleys in the city all in one turn (albeit with no movement left), which would give us a phenominally well-defended Inchon if we're willing to build enough pikes. Of course our landing would be a lot more vulnerable the turn our troops land, before the city is built.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:27
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Thanks for that, alex 
I figured as much. I have always done better by allowing the AI to attack my galleys than vice-versa. The 10% bonus is why when I attack, I most often take the enemy galley to 1hp, and then die. :sad:
No need to kill them. I say move one to peek at the road, but move it back, so at the end of the turn, we're status quo in the NE.
I would like to hunt the GoW galley in the West, though. IMO, finding and attacking their galley is worth the risk of losing the fight.
Military considerations aside, the shock value is great too. They open their turn, and their galley simply isn't there anymore. 
-Arrian
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