1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

675 bc

Discussion in 'Team Mad Scientists' started by HUSch, May 7, 2009.

  1. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    There is a barb-Axe near Gott; I need some ideas against him.

    1. Ana 3
    2. Settler (in Peri) is ready and goes direction Gott, my best city founding place is where the Barb-Axe is.
    3. Nico road
    4. I 've called at Kaz for Mono and if we get it next turn, we change civics to HR and Orga.



     
  2. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

    Joined:
    Jun 21, 2007
    Messages:
    6,999
    Gender:
    Male
    Location:
    Stockholm's B.F.C.
    I would move our Axe diagonally 1NE, and leave our Warrior fortified in place on the hill. This forces barb warrior to move west or suicide. It looks like we have a spear there in case the warrior tries to go around. The key is the Barb Axe. He will likely move NW to forest, but may move SW to forest. If our Axe moves NW this turn, he is in postion to take the best defensive terrain intercepting the barb ax. The barb ax should attack, but if not we can shadow him, staying on good defensive terrain, until he is in the open where he can be most easily killed.

    What does the number 3 after Ana indicate? Settler should stay out of reach of barbs, but close the distance to the settle site if it is safe to do so. It will be interesting to see what Kaz will do.

    :goodjob:
     
  3. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    Ana should go 3 like as on the picture.

    If the Axe goes 9 should the Holkan goes back to waylay the barbwarrior, if he goes 1.

    btw
    Should we build a Axe in CERN immediately? Because perhaps we need more and better units than Holks.
     
  4. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

    Joined:
    Jun 21, 2007
    Messages:
    6,999
    Gender:
    Male
    Location:
    Stockholm's B.F.C.
    Sorry, I need clarification. OK, the number indicates direction, right? But are the direction numbers like on a clock, or some other numbering system?

    For example, as a clock (X = unit being discussed):

    10 12 1
    9 X 3
    7 6 5

    Or are the directions something like this:

    1 2 3
    4 X 5
    6 7 8

    Sorry for being such a noob, I've always just used compass directions like:

    NW N NE
    W X E
    SW S SE
     
  5. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    Num-Pad
    789
    456
    123
     
  6. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    It's our turn
    Any suggestions?
     
  7. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    I 'll play tomorrow in 15 hours, perhaps I get some ideas; since I 'll play the idea of kcd.
     
  8. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    We 've got Mono from Kaz.

    Best we change our civic now, so 1 turn revolution.
    Then we get the orga-bonus in CERN and peri.
    In Ent we buiold an axe, we need some.
     
  9. HUSch

    HUSch Secret-monger

    Joined:
    Nov 23, 2005
    Messages:
    2,440
    Location:
    Germany
    With eot appears an next axe at the same tile. We 've no defence against it, I think.
     

Share This Page