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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:30
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I am one of those opposed to attacking at ALL, but if we ARE to attack (with my protestations), it is unimportant whether we attack first or not. But the attack MUST be with the Vet Sword, and the Reg Sword MUST pillage no matter the result of the attack. Reason: if we have a great chance to take the city (say there is only one weak unit left after the attack), we can still fail - losing both Swords or, at best, weakening our remaining Sword(s). If they then attack and kill them - we have done sh$t. If we take the city, we will still be pillaging the Iron anyway, and if we take the city before pillaging, there is a risk of them attacking with Horses and retaking it straight back, with the advantage of any gold we have left after rushing going partly to them.
Personally I would prefer these two to pillage and fortify, to be able to hang around and cause general havoc for GCA in their homeland. This is where they have their troops, are withdrawing their troops to and where they build new troops, so taking small cities is not worth it. If we can deny them resources and occupy some of their forces for some turns the Swords have done the greatest good.
Another idea someone (usnure who, sorry!) came up with was to load the Swords onto Expedition when they ahd done their pilalging/attacking and dump them on GCA's Horses nearby - if we are lucky we can deny them both Iron AND Horses.... If they reconnect the Iron they can upgrade Warriors, but denying them Horses gives them nothing to upgrade to Horsemen..
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:30
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A political war is the last thing we need, and I seem to recall some assurances from at least one Consul before the war began saying that once the war DID begin, major decisions would be left "final say" in the hands of the MoW, so that we had one concentrated effort, rather than several disjointed ones.
Those units can potentially deprive GCA of *ALL* strategic assets, and we're proposing to waste them on a city that has *NO* real strategic value? What exactly is to be gained by taking Dun na Anarchy? Forcing them to expend units retaking it? Newflash: They won't bother! The fact that they haven't already burned it to the ground is a VERY good indication that the city can withstand our assault. So we have potentially two options:
1) Cut off GCA's iron with high probability (at least cutting it to one source, forcing the guarding of that source) and horses (further than the iron, but the confirmed ONLY source) with moderate probability - and forcing GCA to commit units to defend it or lose horsemen.
2) Attack a town which we have absolutely no information regarding the defenses and only hunches, which we would get absolutely no use from (tremendous corruption/ too small a force to launch another attack from that as a base) and might (but probably not) draw GCA units to retake (if they're stupid, which they haven't been particularly so far) which would then benefit us.....how?
Other than the possible-but-unlikely gain of a town we WOULD lose (hi, GCA's armies in CFC's lands are heading home now, and there IS a barracks between Dun Na Anarchy and the CFC front they'd use) what benefit do we gain from option 2?
Please let the MoW run his war, and don't meddle with foolish, unthought-through plans.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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quote: Originally posted by BigFree
I'd much rather move to the hill. But,if they leave units on the flat land, outside th city, we should not hesitate to split off some forces to take care of them. IDG will prolly last one more turn, since we cannot attack it this next turn (because the injured Horse will be gone), My guess is that they will not attack WWNN (the bait) and WWNN will be the unit to actually force GCA to disband IDG! Perhaps we need to get one or two more offensive units heading to IDG just in case they decide to move some units inside of it... |
The bulk of GCA's army is still unseen. I had not anticipated they would have a road net fully in place in the lands they secured against CFC, but they do. That subtracts 2 or so turns from the time it would take them to get home and get to the front. This may be why they could not hold Anarchy... all of their forces were too far north of Catchopolis.
We need to keep our stack combined until we can have at least 4 or 5 NMs per stack. With 6-8 Swordsmen they could cripple our NMs then bring in the Horses, wiping out an entire Army Group. If positioned correctly, they could do this without our other Army Group being able to counter attack. They retreat, heal, then come back again... not good.
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