Aabra02: Hammy Builds a House

OK I got it.

  • Plans are to establish the colony on the gems with a road along the plains.
  • Try to get a 2 or 3 fers rolling.
  • I like the idea of getting the Glib. I'd also like to get a curragh out but I presume we're not long the tech necessary.
  • Cave on demands.

Anything else you can think of?
 
OK well this is a good time to stop...:eek:

Pre-turn: OK ready to roll. Hit enter for the first time in a long time for c3c.

IT Celts move into our territory and our borders expand.
1725 BC Skullspliter heads back east. Move Spearchucker into the capital in case the Celts get frisky. They also get masonry so hbr is the only monopoly.

IT Eek..Celt warrior move to the mountain off the capital.
1700 Brace for a possible onslaught. He's polite? I don't have a good feeling here.

IT And the outcome isssssssss.....
aabrawarue1.jpg


Spearchucker is flawless on the first and promotes. Takes the second losing 1hp. Another vet Celt warrior pops up. IW comes in.

1675 Trade picture.

aabratrademf4.jpg

No iron nearby. :(
aabraceltscm0.jpg


I think we're going to need WC and The Wheel. Chariots and archers would be nice.
 
Without iron, we'll need bowmen, that much is a fact.
 
based on your location at the crossroads of the world, I'd treat this almost as a handy game with the appropriate level of paranoia. If possible get a spear up on the mountain 2 SW of the gems asap.

Go find some iron?

What do you do if you pop MGL? Hmm... idiot lurkers wanna know.
 
I'd treat this almost as a handy game with the appropriate level of paranoia.
Says the guy who thinks I'm pissed at him and rightly blames paranoia himself, before I even have the time to hint at it ...

MGL = hold for an army. Getting a 2nd MGL opportunity this early just will not happen, so we're not giving up anything. We probably can hold it off until swords too and get one of those 4.5-3-2 machines. But just like the 2nd MGL opportunity, I wouldn't count on the first one in the first place.
 
Heh...well I could've waited another turn to move Spearchucker but I was hoping he'd scare them away.

Seems like our best bet is to stay fortified and wait for a archer in 4. I'm also thinking of moving the workers to the grass tile by the fish. If I did then a warrior fortified on the mine would be necessary (76% win)
 
TattooFace does something stupid. What a surprise!

I would go ahead and make the deal with Abu. All three of those things will come in handy and it's not like we are short of the cash.

The Celts must be stuck in some sort of desert hell to try to take out a pop8 city with a spear defending on top and two warriors in reserve with only three warriors and a fourth just now appearing on the scene.

Whatever happens is not going to be good for Brennus unless he shows up with Gallics. And I would hold off training bowmen until he does. Better to withstand his warriors with spears in the possibly vain hope of avoiding the Despotic Golden Age <thunder rumbles in the distance>
 
MGL = hold for an army.
Hold for an army? Or build an army and leave it empty? I'd say the latter.
I would go ahead and make the deal with Abu. All three of those things will come in handy and it's not like we are short of the cash. . . . . And I would hold off training bowmen until he does. Better to withstand his warriors with spears in the possibly vain hope of avoiding the Despotic Golden Age <thunder rumbles in the distance>
Agree on both of these. We can use the backup right about now. We may wind up with a despotic GA, but let's at least try to avoid it.
The Celts must be stuck in some sort of desert hell to try to take out a pop8 city with a spear defending on top and two warriors in reserve with only three warriors and a fourth just now appearing on the scene.
Let's hope it's an iron-free hell. :please:

And I see only 3 turns and no save, so I'm assuming that you're just stopping for discussion, Whomp?
 
Building an army is awesome indeed but we need 4 towns for that, thus AK's question, and the answer that we'd hold on to it rather than rush something.
 
Good Gawd... I take six beers off from the game, and Whomper's got us into a furball.... :crazyeye:

@Team: Gotta love that sphear, huh? :p

I say we do the deal with Abu, and start in on a hard burn towards catapults. Build some Bowmen for the defensive freeshot, but let's see if we can dink-and-dunk Brennus to a peace treaty without kicking off our Golden Age.

Edit: Okay Whomp, there were more than six beers (and more than 2 girls) involved in the break.
 
Sorry for the delay. I was hoping to get to this tonight however I've been a little preoccupied this evening so the best I can do is Saturday morning-ish. If Aabra would like to play the set here's the save.
 

Attachments

I've been a little preoccupied this evening so the best I can do is Saturday morning-ish. If Aabra would like to play the set here's the save.

Timing Rules from Opening Post:
Timelines:
I can't keep up with a "24 to get and 48 to play" game, so I'm going to make this one 48 to grab, 144 after that to play. That's 7 calendar days, so everyone should end up with at least one of their days off to play. Extensions will be freely granted when requested. I feel confident that everyone here will communicate with the team regarding schedules, skips and swaps.


I think ya got a bit of leeway there, Whomper!!! :mischief:
 
The continuation...I didn't see the comments on moving the warriors but it worked out ok. :blush:

3--1675Skullspliter is moving along the high ground and good thing since barbs are everywhere. I spy a Celt border and iron.
aabraironqg1.jpg


Dial up Abu and we smoke the peace pipe. He gives Masonry, Wheel and WC for IW and 50g. We don't have any horses either...gulp. Nearest source is two tiles from Baghdad.

Turn down lux slider a notch since we have some war happiness and turn research to 80% on alpha due in 15 with a slight deficit. We'll make this up quick with Colossus. Move a citizen off the irrigated plains tile since it will get stomped and move him to a grass to grow next. This takes Colossus to 4 but the mined hill will hit on the IT to make up for it. Move workers to a grass tile near the fish. Fort Charlie on the mine since the odds are so good and we need help here.

IT Charlie loses a hp and beats the mountain Celt. Vet Celt steps on the plains. Skullspliter is surrounded as a horse appears.
4--1650 Skullspliter fortifies on the hill since this is his best odds. We're at pop 9, move citizen to grass and will grow in 5 with Colossus in 2. Move Spearchucker to plains and fortify. Move Bonecrusher to mountain. Odds are over 90% and I feel we can rush unit if we have to with great odds. If we win we can control the high ground.

IT Bonecrusher beats the vet warrior.

5--1625 Bonecrusher forts on the mountain. Move spearchucker back to the capital and will move Charlie out when he heals next turn. Workers mine a grass. Skullspliter stays fortified since it's still a 2 vs. 1.

IT Skullspliter is attacked by the warrior and wins losing a hp. The horse moves to a forest instead of attacking. :crazyeye:
The bronze guy appears.
aabracolossusow9.jpg

6--1600 Start work on a bowman for bombard. Charlie moves out.Move Skullspliter forts for one more turn in hopes of a horse attack. If not he'll move to a hill next turn. The odds are slightly better to stay. Research on alpha goes from 14 to 7. :D

IT Nada.
7--1575 Skullspliter decides to go away from the horse to a hill so he can climb a mountain. A Nubian and Seljuk warriors are on the other ridge. :hmm: Bonecrusher moves out and Charlie outside the borders. Both will be on mountains next turn.

IT Skullspliter meets his maker when the horseman hits him from behind.
8-1550 A bow finishes and start the rax. We can switch this to a Glib prebuild if necessary. Alpha in 5. Charlie and Bonecrusher control the mountains.

IT Nada.
9--1525 Bonecrusher fortifies on the gems. Charlie climbs another mountain and see more border. Workers finish another mine so send them out towards the plains tile so they can road it. We have 15spt and can use the hill if necessary.

10--1500Rax due next and alpha in 3. Charlie sees this.
aabracelts3an9.jpg


Summary
Charlie could retreat and fort on the gems too. I'm not sure what's the best option right now.
My thoughts are we may want to let the rax finish, build another spear and curragh before Glib build. We should be able to make peace with the Celts soon even though they're still not talking.

To the next better player. :D
 

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I would risk charlie for intel: there's high grounds all the way towards the celts so while he's not safe, it's worth a shot sending him and knowing the terrain. If he makes it into Bre's shack, it'll also help Bre talk.
 
Some mighty nice maneuvering there, Whomp! All those mountains are both a boon and a bane.
 
Nicely fought, Whomper! :thumbsup:

Are we burning for Math (and Cats), or Republic?
 
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