General Turn Discussion

gotta attack the chariot - we have odds, and the chariot has big odds on us even if we retreat to the forest hill.

If we kill or damage the chariot, we can take angle, but I might hold off for a turn until our spear gets there and we can kill some more barbs ;)
 
Spear is 1E of Angle, so can move in as we take the city. Of course the Axes would then attack, so we probably leave the city be this turn?

Probably we should attack the Chariot; as AT says, it has odds on us and we can't run far enough.
 
chariots odds are 75.5%

This is my recommedation for the turn (and the next 3 turns) based on barb

behaviour:
Knowing the following:
Barbs Attack thier best chance. That is goud where he is now. (NE NE of Angle)

So if the chariot wins it can't run away and thus Goud gets attacked and has

~55% odds on the barb.
Barbs Head for DT if they have no one to attack. they move SE. On the next

turn though we can influence their moves.

*The beauty of this plan is it is not depedant on Waterstof wins or not. If

we wins great. If he doesn't the plan is still the same.*


T99:
Waterstof Attack (Green Arrows)
Charles & Achilles SW (Blues Arrows)
ZuffStof NW SW (dependant on Waterstof. if not SW) (Red Arrows)
Goud E (Purple Arrows)
Duch WarmBlood E (Chariot, Yellow Arrows)
Paris SW SW (Archer, Orange Arrows)
Advancing Chariot (Black Arrows)
Barb Movements (White Arrows)
Spoiler :

T99.jpg



T100 Paris is dead. We Take Angle this Turn
Waterstof Promote Keep LoS for Advancing Kaz.
Charles & Achilles Move N into Angle
ZuffStof Kill Remaining Barb in Angle, get 2 Xp (91% odds) thus lvl 4 unit again.
Goud W
Duch WarmBlood W
Paris W
Advancing Chariot SW SW SW W
Barb Movements (white arrows)
Spoiler :

T100.jpg



T101
The chariots kill the 2 barb axemen (99% each) S and SE of thier postions.
Spoiler :

T101.jpg



Edit: There is 1 alternative to this plan that is just as likely to succeed and i will post it a little bit later. Have to go out now. (It guarantees the death of Paris the chariot)
 
Another option is to move Waterstoff NE first.

This lets us see if there are any Kaz units that can attack Charles and Achilles next turn. If he shows 2 axes...we need to reevaluate, and it's better to sacrifice Waterstof than Achilles and/or
Charles.

So, we gain alot of LoS for very little risk; if it turns out there are no Kaz units other than Paris, we move Achilles and Charles SW, blocking the route to Angle.

If Kaz want to attack Waterstof...then they have to move NW next turn, without the knowledge of what other units we have in the area...and knowing that if they do attack waterstof, Paris is dead next turn to Charles, and we still have LoS into anything staging to attack Angle on t101 anyway.

60e2b946.jpg
 
If we do that, we wou would have to move Zuur before Waterstof.

Then we would either take the (1) 50/50, (2)move onto zuur, or (3) move somewhere else.

If we do 1, we might as well do it first

If (2) Paris then either attacks Zuur (and Kaz has odds on killing our unit closest to level 4) and we can't attack it with the spear, still needing waterstof and Achilles to attack Angle to take it, so we basically sacrifice waterstof for nothing and

(3) we lose either of zuur or waterstof, and unless we move waterstof E we don't get to attack Paris.

---

Basically option (2) is just stupid, and option (3) is jsut as bad. (1) makes sense, if we take the 50/50 and lose but damage Paris alot.

We can move Zuurstof 1S though to check for kaz axes, but if there are axes we just sacrificed zuur because we can't move him anywhere safe.
 
I tend to favor Krills post #1427 plan....less risky
 
I'm so happy I told Memphus not to plant the settler until the end of the turn...

A toast to the RNG, may it forever give us interesting reults. :b:
 
FYI all I am not done the turn, settler still has to foudn the city but we need to wait on Cav a bit!
 
Next turn work gold, turn after work clams. Grows a turn later but saves 4 extra food into the granary, but also gets an extra 3 hammers and 4 commerce.

That's assuming Saturn go striaght onto maths and we feed them gold (we need to send them something like 15 gold this turn then), and then they gift back a bit of gold to us to upgrade the archer, which we then repay immediately afterwards. LP seems hapy with it, but I don't have that much faith in the rest of Saturn to carry out the process in a competant fashion.

The rough MM for the next few turns is in the old wargamming thread, in the last post:

http://forums.civfanatics.com/showpost.php?p=8171204&postcount=468
 
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