Deathmatch: the Bears' enclave

I posted in their thread a question so I will put it here too. Where the heck could ivory be if you wanted to build the SOZ?
 
My bet on the (probable so far, from our map) island that shows just south of the bridge. Looks like a nasty place to keep an active military at and it also would require a rushed harbour on the other end. The kind of place where a lot of strategical calls have to be made: keeping so much on this side, so much on the other side, spending on boats or legions, etc.
 
No battle? :huh:

GPS General_W.

They're off balance: they think we'd be reckless enough to attack a vet enkidu on a mountain. Attacking enkidus on mountains at home for protection is one thing, taking one out in the open is just foolish...

Either way I guess they assume we're overagressive. How can we use this?
 
Let's keep pressing forward. We have the speed advantage and honestly once the legions start popping they can't match MW's and legions.

I also have zero concerns about some random enkidu on the high ground. At some point he has to move off the high ground. Then he gets whacked.
 
Closing in on the philo monarchy sling!! B--I'll send you CB now so I can forward poly when it's time.

Here's a look at the southeastern Front. Plenty of units still at home including a newly minted MW, couple spears, archer, warrior, settler along with 2 MWs and workers in the works.

cageng5.jpg
 
He's closer to that choke than you are. One thing we could do is push a spearman forward to that mountain and plug an outpost. Mountain outposts see 3 tiles far across mountains and a pair of spears (later legions) will definitely deter them from hostile intentions. 3 tiles means we'd see all the way across the peninsula, whatever happens.

:goodjob: with the jag; their move now :borg:

They have a good stack up there, 5 jags is a bunch we don't want our horses exposed to - we'd probably lose much more than them if we just pushed across right now, he knows the terrain. I say let him move while we can monitor him and try to find a weak spot.
 
lurker's comment: Err...what peninsula, Beorn? I didn't see a peninsula in Whomp's screenie. I assume you're talking about the choke where the Enkidu is on the hill, but I'm still :confused:
 
Yeah, it's not really a peninsula, more like a piece of land that the sea doesn't quite surround... :lol:
 
I seriously dislike the look of this volcano. It has range to hit your MW's anywhere and there ain't much we can do to circle them around.

cage56.jpg


Here's what I propose we do, though if you'd like to hit them we could but they have a defensive position established already.

1st, I split troops. This is the risky part. It would be 1 Spear, 1 spear/1 archer, 1 spear / 1 archer, warrior in clockwise order. They could fully well decide to blow their jags on one stack and get an opening to mounties, but they would need 3+ jags getting through and they have 5. Still, this is the danger zone.

cage56b.jpg


Then, if all goes well, I fall back on one square, opening up for your mounties to take the hills. This is the good part. I'd try attacking the present jags with archers: rather lose an archer than a mountie.

cage56c.jpg


Holding for comments, and again, I could very well send my warrior and archers hiking. Odds aren't at their best though, mind you, but we'd get (yuck imio!) our shot at killing some (not free, they get 105% bonus fortified on volcano) cheap jags.
 
Here's the thing. If we clog this choke then we can strike with MW's and legions going the other direction.

I think we should feign resistance at this point, let monarchy come in and start cranking out legions and MWs they're screwed trying to push through this choke. I think the game is in our hands to win or lose not theirs if we press the other choke.
 
Good thinking. I'll fortify this turn, you move back 1W, I fortify the river square? There'll be a settler on its way within long if we decide to take this course of action. Forces them down the hills in plain flatland if they want to risk it :borg:

More emphasis on workers and iron once I get my 2 new cities up.
 
Good thinking. I'll fortify this turn, you move back 1W, I fortify the river square? There'll be a settler on its way within long if we decide to take this course of action. Forces them down the hills in plain flatland if they want to risk it :borg:

More emphasis on workers and iron once I get my 2 new cities up.
Yup. Let's let them try to push through. Over the next 20 turns we should have complete control of both ends.
 
I guess it'll come up to which choke do we decide to hold on to: there's several locations, with blind spots and all, and putting a city somewhere on the bridge would enable us to see them coming from further away while retaining our ability to coordinate movements: it's much harder to get good movement breakdown for 2 on a 2-tiler. Eventually we'll have to make this decision, for now let's skip our piece turn and play pawns.

Got philo in 1 whenever you send poly, right now I'm holding off at 10% research.
 
Poly this turn, pre-accepted, or we lose philo on another tech, which is bad.
 
Gotcha covered Cap'n.
 
Keep up with the updates, boys! It's more interesting reading when I get both sides of the story rather than only the Council meetings constantly going on in the other spoiler thread ;)
 
We can't keep up with that amount of bureaucracy, really, but we try and coordinate our chats ...
 
Hail to the :king: !

Legions ETA 6 turns, should have 4 upgrade-ready vets by then. They'll take a run down there and see if something happens.
 
Seems like Gen_W is stacking on that hill. He's sending his enkidu that was nearby back in that direction.

deathmatchya4.jpg
 
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