damnrunner
Deity
- Joined
- Oct 19, 2005
- Messages
- 2,004
Donsig - we don't know what is east of Angle - Sacnta Chariots may lurk.
It partially depends on whether the city grows at the beginning of a team's turn, or at the end. If it grows at the beginning, then you can slave before an attack. If it grows at the end, then you can attack before they have a chance to slave. I don't remember which way it happens and I don't feel like starting a game and waiting for a city to grow just to check.Is Sommers' theory valid about Angle slaving and not growing?
Maybe Cav can help us in the north with their Chariot, which has the Shock promotion. If Cav are agreeable, I suggest that they move the Chariot to the Grassland tile to the E of the Syr Darya River and SE of the Cow. We would need to follow through and back up the Chariot with our Axemen giving one a Woodsman promotion and the other a Combat promotion and moving them north to the plains tile to the W of the Wheat. It is important to act fast before that SANCTA Axeman fortifies too much.
In the south a Fort on the coastal hill would give any Archery units an additional 50% defence bonus. Also, once inside our borders it could act as a safe harbour for a Trireme with the same healing rate (20 HP per turn) as a city. We could defend the coast relatively easily with two Triremes.
Attacking the woodsman axe? With what?
Now regarding units...it is very propable that Sancta will try to land a longbow on our capital mountains. The best way to stop this is to block the entrance by tririmes
building forts and making archers on the hills is not very efficient
It is not so much a question of efficiency as one of defence. A fort with an archer or better still a crossbowman or even better, a longbowman, is virtually impregnable and acts as a second line of defence. Also, once the fort is inside our boundaries the healing rate for the triremes, which can use it as a port, will be the same rate as a city.
fort takes a long time to build, even if we start this turn it will not be ready until after 8-9 turns.
Also there are 3 coastal hills, which one will we buid the fort on, all of them?
At this stage the best unit they can build is sword HA or longbow. An archer on a hill will have odds against all these (naval landing) even without a fort.
But the question is how many archers, how many hills and how many forts?