Military Headquarters

Admiral Kutzov said:
@ crakie -

I know, Sir... I was talking waaaaaay back..... I don't think you were honouring us with your presence yet.
 
Just so everyone is clear on the warrior's names
Code:
[B][U]name[/U] [/B] 		[U][B]current assignment[/B][/U]
Hairy 		Ignoramus
Grunt		Dunderhead
Peapants	South exploration
Tommy Boy	Jesterton (escorting settler clan)
Ave. Joe	west exploration
Igor 		Wild Rower escort
 
This is how I see is the best way to handle the new barbs. The southern barb is probably headed to Dunderhead. We need to head him off since the worker N of Dunderhead will be headed to the bg SW of Dunderhead next turn.

The eastern barb is probably headed for our workers. So if we pull the MP out of Ignoramus then we can head him off whichever way he goes.

If we play defensive, we'll probably lose something. If we attack the little buggers, then we can take them out without having to shuffle warriors around a lot.
 
I would hate to lose the gran at Dunderhead. Wouldn't it be smarter to send our warrior into Dunderhead and fortify since the barb will be attacking across the river?
 
I was just concerned about the worker that is scheduled to move to the BG SW of Dunderhead next turn.

I guess that that worker (1N of Dunderhead) could move to the bg W of it's current position. then it would be safe and the warrior can return to Dunderhead.

Hairy in Ignoramus does need to move though. Or we will lose that worker (since that is more than likely what the barb in the east is going for)
 
:bump:

We need a consensus of at least 3 people here before we proceed. Dag & Whomp suggested moving Grunt back to Dunderhead. And I agree with them.

I think that Hairy definately needs to move south to cover our worker that is currently mining. Any other thoughts on this one?
 
it's too late to change the build to a warrior. At the beginning of the turn the worker will come forth from the dust.

Maybe the granary in Ignoramus should hold off until after another warrior is built. but we do need workers.....:hmm: decisions decisions.
 
If we tried attacking the barb by Dunderhead and lost...that would not be good. I'm not sure what the odds are of a reg warrior killing a barb on Emperor level is, but I don't think it's that great.

However, if we fortified him in the city, the barb could just head to our worker to the NE, and we'd be forced to attack across a river, then. What's that NE worker doing, and would it finish before the barb got there?
 
IP said:
What's that NE worker doing, and would it finish before the barb got there?
Mining, 5 turns.

The Granary in D-head is due in 11 turns and city grows in 5. I'm a bit worried about the lack of military so I set Igno on warrior. That can be changed but if we spit out workers w/o defenders they will be barbie food anyway. After moving Hairy S I realized how dangerous that was but luckily he won the fight. Igno would have been sacked had he lost :eek:.
 

Attachments

  • thecore_42.JPG
    thecore_42.JPG
    135.6 KB · Views: 113
Daghdha said:
After moving Hairy S I realized how dangerous that was but luckily he won the fight. Igno would have been sacked had he lost.
I kinda sense a drop of confusion here. Sacking the cities is the second best thing from our point of view that the barbs can do (first would be dying, obviously :-P ). All you stand to lose is the accumulated production or a little gold. Possibly a citizen, I forgot if that could happen. But in general it's not harmful at all, and especially so in this case when we wouldn't have had more than 1 turn's production accumulated and practically no gold. Had we not moved out, it could've chased the workers down or go and pillage improvements.. that's much more dangerous.
 
Here's what I've found on barbs.
Genius Tim Bentley said:
I've done a little testing, and it looks like barbs will pillage production first if there are more than 10 shields in the box, then citizens, then gold.
 
It looks like I have been made a General in the Stupid Decisions thread. I hope that is at least a Marine General. An Army or Air Force General would clash with my background (Navy.)

Has the team considered which cities should be miltary builders?
 
Millie is worried

MTDG44_MilitaryTNT.jpg


MTDG44_MilitaryMIA.jpg
 
As I would expect, our military is weak against our warring neighbors and average against our continental peace-loving neighbor.
 
Daghdha said:
TNT has few tiles but high pop and a connected iron scource. Looks like they're going for immortals and clearing continent before Nuts can grow strong. How can we take advantage of that? Start settling their continent since they won't grow much?
They have shown their warring credo and would like nothing more than for us to try to gain an early foothold. Perhaps once we have settled what we need to settle we can head over there. I would think after 45 turns that war is still in it's infancy and that the tiles they have to traverse makes it even a longer affair. I don't think that war will amount to anything.
 
The city on the other side of the gap will get dismantled by Immortals.

'slinger is right. The city over there will be defenseless for a while and not worth having if it changes hands.
 
Back
Top Bottom