Term 8 Defence Minstry: War and Peace

Since there is strong opposition to the Hoplite defense in Eureka, the Hoplite will be sent back to our continent.

As far as the knight, I still have not heard a reason why we need to see the road so soon. But since we are only sending the MDI to defend the town, I see no reason why the knight shouldn't be allowed to vacate it immediately.

For the defense plan, mainly I wanted to begin the thought process, and I agree that a KISS seaborne attack is highly unlikely. However, I'd still like to keep the knights set up in 4 defensive stacks. The two "Southern" stacks do not need to be stationed very far to the south, but ideally I'd like 2 to be in position at all times to defend the border, with 2 in reserve for times when the others may need to rest.
 
On another note, how much longer will our Foreign Ministry need the use of the scouting knight, Bellerophon?

If possible, I think it might be about time for him to come home to prepare for the war.
 
I give strong opposition to not taking the Hoplite. I also oppose the move of the knight. Just because fe doesnt trust the Nutters doesnt mean everyone else thinks its a good idea.
 
I'm not sure I'm understanding you Azzaman. :confused:

Are you saying we SHOULD or should NOT leave the Hoplite overseas?

And I don't think anyone is advocating that we blindly trust the Nutters. But the point is... if the Nuts attack us, we're going to lose that town if we have 1 unit, or if we have 3... there's just no way to hold it. Therefore, it makes sense to have an absolute minimum of force over there... less to lose that way.

Are you agreeing, or disagreeing with that?
 
The hoplite will be coming home. There is no sense to keep defenses there when we will need them on our own continent soon.

I doubt Dnuts will attack us considering the position they are in currently. If they turn on us they will be in a precarious spot indeed, as KISS would have no problem joining us in a fight against Dnuts.
 
Also - thanks to TNT disbanding Mezzonite Keep, the Dnuts don't have any way to see what unit(s) are stationed in our town anyway.
 
Tentative plan for the next few turns for The Trusty Guppy:
Turn 150 - SW, SW, W (very disappointed about lack of land with that coastal tile)
Turn 151 - W, W, N
Turn 152 - N, N, NW
Turn 153 - Return to Tarkingrad for upgrade upon completion of Magnetism
Turn 154+ - Explore SW of our continent
Turn 160 - Head north to be stationed on NW coast for scouting duty

Does anybody have any comments on this plan for The Trusty Guppy?

Should the other ships start heading to Heron for upgrade immediately? We will have Magnetism before they are able to reach it, and I'd like to have them back in scouting position in time for the start of the war.

Also, are there any more thoughts on my tentative plan for the setup of our defenses?
 
I will hold onto the Knight until all the map that is currently in black is unvieled ... Regarding this do you think it would be prudent to view near the KISS towns before heading back down or uncover the rapidly expanding Nut area before they settle?
 
I'm not particularly considered about KISS abroad.

If you really need to keep the knight for a while longer, use him to unveil the Nut lands. Then head up north to see the KISS towns.

Though I'd rather see the knight back on MIA soil... I understand the importance of foreign intelligence.
 
Regarding Trusty Guppy movements - it can move 4 tiles per turn.

I don't care about upgrading our boats to galleons. Caravels and galleons are both 1/2/4 units - the only advantage of galleons is that they carry 4 units instead of 3, but unless we see a need to transport units in bulk, I don't see a need to upgrade.
 
You're right of course. It's been quite a while since I played the game so I'm a little bit rusty on the unit details.

The upgrades can definitely wait.

For Trusty Guppy, let's just continue exploring to our southwest. Eventually I'd like to see this unit stationed on our Northwest border with KISS.
 
Is there any need for a navy at this point of time? I am starting to think that we need to have some units that can be used in first scouting since KISS have many ships and also so that we can blow them out of the water with superior firepower considering that we will have Frigates which we can bombard their ships and sink them to the bottom of the ocean floor.
 
Either turn 154 or turn 155 (depending on which workers are available) I plan to move 1 worker to Mt. Saltpeter - the road will complete 9 turns later. Let me know if anyone disagrees with this plan.
 
Defence has taken back the knight Bellerophon. The path that he shall take is in this map.



For the knight chaos, he will go to the Snarligh Wharhal and once they are together, then they go up the coast to get Bellerophon and then they come back home.
 
If it is still there then we can decide. Actually I just remembered that the camp will be either gone by then or it will be a swarm since we will enter a new age, so there is no point in trying to take out the camp.
 
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