The Dude Esq
Chieftain
- Joined
- Oct 6, 2009
- Messages
- 80
Ok, I've had a couple (3) of turns.
Things have been quite interesting and I thought I would stop to ask for you're advice on a couple of points.
First and foremost this is what our dam Barb decides to do: (thumbnail 1). I whipped the galley and whipped the lighthouse in Copper city. (At the end of previous turn.) Then I put the galleys in what I thought was a reasonably good defensive position: (thumbnail 2) (Tho I was slightly apprehensive our further galley would light up the Barb radar.)
Then our foe reappears: (thumbnail 3). This is where I have left the game. So we now have our Settler in Elba. And two galleys near our friend / ready to sail our settler down. So first Qu is how do we not get our settler sunk? I was wondering if by stacking our galleys we may get one sunk, and the computer may not distinguish the two (ie. one with settler in). On the other hand I didn't see an appropriate tile where Without Galley can block. (Ok, one thought, will Barb def go for nearer Galley?) Or shall we fight him off then load settler?
I thought it looked like a gd turn to whip Lib Corsica, so I did. My other Qu is, what should we produce in Elba and Corisca? what makes best sense to me is a wb in Both. Elba can grow in 3 turns (then build Worker.) Corsica can produce wb fastest, and nearer Vick's prob direction. After wb Corisca we can think of pumping out some Warriors. But that will be for next player to decide. The current save is in my next post (I can't fit all the downloads in one post I don't think.) Plus a couple of btw thoughts. (But pls pls be gentle with the save; the galleys are live
!)
Things have been quite interesting and I thought I would stop to ask for you're advice on a couple of points.
First and foremost this is what our dam Barb decides to do: (thumbnail 1). I whipped the galley and whipped the lighthouse in Copper city. (At the end of previous turn.) Then I put the galleys in what I thought was a reasonably good defensive position: (thumbnail 2) (Tho I was slightly apprehensive our further galley would light up the Barb radar.)
Then our foe reappears: (thumbnail 3). This is where I have left the game. So we now have our Settler in Elba. And two galleys near our friend / ready to sail our settler down. So first Qu is how do we not get our settler sunk? I was wondering if by stacking our galleys we may get one sunk, and the computer may not distinguish the two (ie. one with settler in). On the other hand I didn't see an appropriate tile where Without Galley can block. (Ok, one thought, will Barb def go for nearer Galley?) Or shall we fight him off then load settler?
I thought it looked like a gd turn to whip Lib Corsica, so I did. My other Qu is, what should we produce in Elba and Corisca? what makes best sense to me is a wb in Both. Elba can grow in 3 turns (then build Worker.) Corsica can produce wb fastest, and nearer Vick's prob direction. After wb Corisca we can think of pumping out some Warriors. But that will be for next player to decide. The current save is in my next post (I can't fit all the downloads in one post I don't think.) Plus a couple of btw thoughts. (But pls pls be gentle with the save; the galleys are live
