Turn Discussion Thread

I moved units once Husch asked someone to finish the turn with 4 hours left. I couldn't understand his direction, so I asked if the basic movement was to move toward Injinya which is what I did. I was not about to leave ANY units on the Mav spoke so I fully loaded the East ships. I left the wounded nearly DEAD Mace behind because I didn't believe he would heal in time to be any use. I couldn't load the Treb since there was no more room left.
 
Normally I would agree, but there is one further consideration: Quatronia might be sending a sizable force to capture the city themselves. But I'm still not sure that HUSch's other proposal (raze the city, denying everyone Pyramids) is a better option.
Raze the city is just out of question.
But let's examine the possible scenarios:
a) we take the city, using the spy *this turn* for a successful (?) revolt
a1) we can disembark our units in Omaha Beach and take the city probably losing only the first attacker, or sacrificing one or both siege for the first attack. Siege are almost useless in defence. The units in Gold city cannot reach the invaders (us) since they have only 2 moves (no Engineering yet).
This will let us with 2 units in Omaha Beach, ready to be wiped and 4 units in the Pyrs City. They can easily take back the city in a couple turns.

a2) we attack amphibious: suicide, even if we lose only 1 unit they will take back the city in a breath, the winners will be heavily injured. And we can't use siege from the ships.

Net result in case a):
- 8 units lost,
- a handful of gold gained for the conquest
- a city ready to be easily taken by possible "allies" close enough to take advantage of the weakened city and Mav's units (surely they will have some losses and their units will be injured)

b) we just keep the galleons around the island, waiting for reinforcements
b1) no "allied" ships will arrive, we can take our time and attack when we're ready not only to conquer, but to keep the entire island.
b2) one or more "allied" ship/s will arrive: depending by the forces they can
field, we'll decide the best short-term strategy.
 
Please everyone look at the Amazon Diplo thread, important message and trade proposal from Amazon.

they offer 10g per turn for a 100g loan now, in order to supplement upgrades for the war effort.
 
I'd accept the Amazon deal, we don't need cash for anything urgent do we? We can earn ~100 gp in a single turn anyway if we do. Paying us back is built into the deal so I don't see a problem.

As for the Pyramids city, there's no way on earth we want to raze it.

I'm in favour of landing first, although I admit it depends very much on our expected losses to take it without landing. If Mavericks are going to cash upgrade the warrior for defence, then that's cash they're not upgrading another unit on their island with to use for a counter attack. If they whip walls, that's great for us! Walls won't work when the city is in revolt anyway. Even if revolt fails then we'll be spending time barraging anyway and walls shouldn't make that take more than a turn longer so we're still ahead out of the deal. Personally I'm almost certain there'll be less losses landing first.

I also think we won't have that much trouble holding on to it with what we've sent.

Also as far as I understand city revolt will not last for more than the turn you do it on, so Blubmuz's plan to revolt one turn and attack the next seems like a bad idea to me.
 
Amazon deal is OK with me.

Yes, I think city revolt will only be in effect the turn in which we cause the revolt. Our chance of success was something like 93%.

I am inclined to risk trying to take the city, as well. And I am OK with landing first (this turn).

Unfortunately I have some RL business to attend to, so if you want me to land the troops in the next 30 minutes, let me know. Otherwise, someone else will need to end the turn.
 
Update: AlphaShard is in the game so I will let him make the moves and end the turn.

Again, my vote: land now, revolt next turn, see what happens.
 
I'm sorry Trystero you can play this turn.
 
I used the city revolt tecnique only once (but many times in a game), but IIRC it lasted for more than 1 turn. Not sure but at least 2, probably 3.

We need a WB test, but it's not so easy to set up, mainly for the EPpoints.
But if i'm right, they can't whip NOTHING in that city! And we find it without cultural defences next turn.

I already said that we probably finish to lose the city and the units, but if you want to attack, better land first.

This is a Demo game after all, if the majority has suicide tendencies, the minority can do nothing but propose a soft way to death :p

Amazon deal is more than reasonable, go ahead.
 
Well I rather land on the hill, revolt the city next turn and take it. I don't see why we can't go for the next city soon after that using the cats we have. There is another ship with cats on the way as well.
 
BLubmuz:

I have to away from my computer until our window closes for this turn (20:00 left on the turn timer). Can you play the end of this turn. If you can talk us out of our madness, I will happily go along with whatever decision the team makes.
 
Blubmuz - when you revolted, were you playing on Epic/Marathon by any chance? I've definately used it many times and only ever seen 1 turn, but I only even play standard speed and map size. Any test would have to be done in simultaneous turns too, as that could well make a difference, so it's a massive pain to test.

Unless there's a lot of units appeared in their other home island cities recently I'm not sure why you're so worried about us getting wiped out. From what I saw they had less units in their cities than what we were sending, and we can re-inforce as quickly as they can.
 
BLubmuz:

I have to away from my computer until our window closes for this turn (20:00 left on the turn timer). Can you play the end of this turn. If you can talk us out of our madness, I will happily go along with whatever decision the team makes.

That's 20 hours not minutes, right? I can play in that window if needs be too. Don't lets forget to not move until the second half of the turn either (that's right isn't it? we play in the second half, M&M the first?).
 
Were supposed to play the first half. Slaze has consistently waited until the last hour or two to log in and play his/her turn.
 
Ok I played the turn, I landed our troops on the hill, Blubmuz, Myself, Irgy and Trystero all stated landing first and that's a majority so that's what I did. The wounded Mace was promoted and is now on one of the EI ships.

The only units I haven't moved is the newly built Cross, do we want to bring him to the Mav Island? Astraea and Hebe also not sure where they are to go. I sent the Confusion Missionary for Site G.
 
Thanks AlphaShard!

The crossbow was originally meant for defense of Procyon, but I think we can send him to reinforce Injinya.

Astraea should head SW. We might be able to pick him up for defense as well.

I'm not sure what the plan for Hebe was.
 
I see it is too difficult to understand me. The units are needed in the South, the EI1 and EI2 are too late for any reinforce.

So all our troops rest at ships instead to go south to get on Nob or Enterprise.
I hope the ships are moving to Mavs land.
 
I think we must load anything we can in the 2 just unloaded ships (Enterprise and the other one). Even the archer, who can be upgraded to Xbow if needed.

What about my non-war-related suggestions? (libraries, MM and so on)

What do we wait to settle near that incense?

I'm also wondering what an hell of an army our "friends" Amazon have in that city, to manage to demolish 2 giant stacks. Badly assorted, badly promoted, but still a lot of units.

I don't think city revolt lenght is influenced by speed. But i used it long time ago, in a GotM, i think with Portugal. I'm not sure, so i don't insist.

Sorry Trys, it was very late here, so i went to bed just after my last post. But i've seen AS took care of the turn.
 
All you need is a few seige and the right counter units and a small stack can DESTROY a larger one. I saw an Archer at top but I'm sure there were at least a pike or two and probably a couple mace as well.
 
City revolt is (2 + number of pop) turns, it is not important, they 've siege wepons (cats) and can demolish anything we 've in Injinya, then come with mace at other units, we can't hold the city after capture. So we must go and destroy it
Plan
spy makes revolt, if this fails, our units goes at ships.
cat and treb (whichons first we must test, I can do it tomorrow) attack, then I think the maces with or without CR has a good chance to win against their units.
After destroy Mav has to go in HR (civic). Lost their war- bonus in production and war wariness.

I see no other püossible plan.

there are in Gold 2 mace, rider, cat, warrior; in Iron mace, Ele, 2 cross + mace build this turn
 
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