This is a nice idea. I had thought about moving the Scout too, but I came to the conclusion that he is best left behind as a fogbuster.
I am resigned to the Archer pillaging the road that he is standing on. But if he moves back to pillage the Gold, that will be a huge sink for our Workers. This is something I am keen to avoid.
If the archer move toward settler, then we can sacrifice the scout to gain more time for the new axe from Rice pudding to react.
For Asoka, I will run some tests tomorrow. I'd like to check:
- Worker bait. How does this affect the AI?
He will send an archer to chase it for sure, however, there's already an archer 1N of the Ivory. Therefore, as I said, pull the worker back and just let it go south.
- Woodman II Axe. I would like to know, if this threatens Asoka's second city, will he move out more troops?
This city is too small to be important in Asoka's mind. Also, he did not send previously and already send one with 4 in his capital..
- Odds against his current garrison. In the test file, his city has 50% odds and a CG I Archer. The real game has neither of these. (40% culture, two Combat I Archers, two without promotions).
With regular luck, 2 axes handle an archer.
At present, and depending on tests, I am personally keen to move our units on the assumption that we are going to attack as planned, on T62. That is, we will form a stack on the PH 1S of the Marble.
Move the SoD as the original plan, the woodman II axe could see the defense in Asoka's capital every turn. Abort the attack if you see 5 archers, otherwise 9 axes vs 4 archers. Hand the save to soundjata and a great TGW city with granary in our hand!![]()
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This keeps our options open. The only downside is that the defenders in Sheepish will lose the accumulated fortify bonus, and the Shock Axe (4.5/5) cannot heal.
There's no barbarian in sight for now and we could produce an axe in 3 turn if we work the PH mine.






















