Turn Discussion Thread

Ok I did most of the following except 1 and 2 since that would really be war moves and that seems to be the real issue with this splitting the time. I settled the G city since that has nothing to do with the war (directly) now we have Betalguse which was next on the names list. I settled the missionaries again not war involved.

I also did not load units on wounded EI, it probably won't matter since we can load and move next turn.

On point 11, HH wasn't active but LP was and is roading.

This turn
1. Enter moves 2 tiles W and blockade,
2. Nobody moves 2 tiles SW and blockade
3. Mariner moves 2 tiles W, 1 NW
4. Spy go at Mariner
5. EI 1 goes at Achenar, missio make religion, Juno enter EI 1 and EI 1 goes Direction Arc.
6. Settler goes at founding place, the place is choped with 1 worker (Clautius or Toch), the settler founds the city, the missio gives religion, the 2. worker goes SE and chop ( I think finish) the gain for new city/granary.
7. Both HA goes at coastal-mine south of Sirius.
8. The healed mace from Arc goes "army point"
9. the new mace from Vega goes to "army point n Arc" on the way to army point
10. EI 2 goes at Tile SW of army point (is marked Turn 131 EI2), Astrea, Thor goes on board additional Orion next turn, and 1 unit treb or mace; I think we need a 3. treb.

11. the worker at Bode: HH farms, LP roads. Next turn we 'll move "army point" to south

Bold is actions taken.
 
Ok Slaze has not logged in yet, I PMed Daveshack and he suggested playing the turn anyways or posting in the thread. I posted in the game tracking thread.

I think if we play our turn before Slaze even logs in were ok.
Thx
We need only more time

I 'll look now and made then suggestions for the next turn.
 
Attack management
Turn X-2
Nob: the pike lands SE, Nob goes N and cross goes on board, Nob goes 3* SW (tile E of Gold)
Enter goes at tile E of OB
EI 2 get 3 mace and treb and goes 3* SW (same tile as Nob) and blockade
Mariner goes 3*SW and spy goes on land

So
turn X-1
all units can land at OB, spy goes to Injinya and Enter goes NE, another galleon or mariner can blockade.
 
OK - a new turn is up. I will pay attention this time.

Attack management
Turn X-2
Nob: the pike lands SE, Nob goes N and cross goes on board, Nob goes 3* SW (tile E of Gold)
Enter goes at tile E of OB
EI 2 get 3 mace and treb and goes 3* SW (same tile as Nob) and blockade
Mariner goes 3*SW and spy goes on land

All these moves have been made. All that remains is some worker micro, I believe. I will check in again in 12 hours (about 12 pm U.S. Pacific time [GMT -7]). We should still have 4 or 5 hours on the clock at that point.
 
I connected to the game to take a look.
First, good move to keep the units on Enterprise while waiting to unload the 2 incoming EIs. They are well assorted enough to be safe. We can move the troops at army point as South as possible to try to speed the EIs to ferry them to "India".

On a more far perspective, i see 3 more cities in Bode:
first, 1W of the mace on desert and the fort is a good idea
2nd, 1N of the SW corner (where is the lone pike). To be sure i 'm clear 1 SW of copper
3rd, 4E of that corner (or 1NE of the mostwestern clams)
those cites will have some overlap, but we're not playing a time game, right?

Library after the WB on Canopus, please, that HA can be better produced elsewhere.

Then, i think it's better we inform Amazon that Rigel is expanding its 3rd ring and that we'll build a library there. No reason to waste research just because we're creative. They have had huge benefits from our research, let's remember to them.
So we can start speaking also about the ETT, which is producing no techs in a long time. War or not, i feel they're waiting we research Edu to steal us Lib, or just to let us spend our gold on research while they're upgrading units.
 
Ama found a city near Rigel, next turn we 've a cult. exp there (101/100)
I think we should say, that we build after obs a lib there. I would like to whip the obs in 4 turns for pop 2, with the overlay build the lib.

Spoiler :

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Our units can now rest at hill-road, when LP has roaded the coastal tile, can the units from there go in 1 turn on board, and the new army point is in our culture (no foreign cost)
Spoiler :

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For worker at Sol
Pindi should go east and road (the silk-forest is a good tile in the moment), Toch at roaded hill and mine, next turn 'll Claudius help.
 
I 've made some test-combats.
Our trebs fight first and make collateral defects, we need the cross with free promotion to fight against the Mavs cross. It isn't good to promote him with guerilla, we need him for attack with *. A Mav crross has against cross with * at hill <25%, so I think they will not attack, other units 've lower chance. But we 've only a small chance, with our units to win.
After the trebs our 1. cross (with *) 've only ~46 %. And we 've only 9 attacker against 7+ defender (after building a cross this turn).
 
I 've made some test-combats.
Our trebs fight first and make collateral defects, we need the cross with free promotion to fight against the Mavs cross. It isn't good to promote him with guerilla, we need him for attack with *. A Mav crross has against cross with * at hill <25%, so I think they will not attack, other units 've lower chance. But we 've only a small chance, with our units to win.
After the trebs our 1. cross (with *) 've only ~46 %. And we 've only 9 attacker against 7+ defender (after building a cross this turn).
I don't think that use a Cross for attack a city is a good idea, because:
- We need him at full health to defend the stack
- usually, despite the bonus against melee, maces are better in attacking cities, mainly for the CR promo (and they got 8 base vs. 6 of a cross).
- My experience tells me Cross are great in the field, but not as attackers, if not for mop up.
Much will depend from how many damage our trebs can do. But you need a turn to bombard the defenses first. That city is at 60%. Is not important arrive to 0, but at least around 20%.
And fortify the non-siege units, it's not much but every bit can make a difference.

Last, they are better promoted to drill instead of combat. If they can arrive to drill 3 they are an hell of a unit.
 
I think giving them guerrilla was to defend against the Mace on the hill so that our Mace don't have to fight the enemy Mace.
 
So will Pindicator Plantation that last silk?
 
Yes, Pindi can also plant, if we want a plant


I 've made a plan for Betei in MM-fred, first work at silk, then at mine, with building the granary at fish.
 
Alpha
the cross needs no guerilla, because he has at hill more then enough defense, because the cross of Mavs 've all defense-promotion.


There is the gap with only too few units at the moment (i would like to have few siege weapons more), I don't see that Quat is making an attempt to attack without siege weapons, against cross with CityDefense2 the mace 've not enough power.

We can look this turn, then land and the next turn to fight, if they don't whip cats, perhaps we should wait for few cats more. Additional I consider to whip the cross in Arc this turn, because we get the next there quicker. I know, I'm a builder not a warmonger, I play the war not with enough strength. Half of our Produce is building, not units.
 
Alpha
the cross needs no guerilla, because he has at hill more then enough defense, because the cross of Mavs 've all defense-promotion.


There is the gap with only too few units at the moment (i would like to have few siege weapons more), I don't see that Quat is making an attempt to attack without siege weapons, against cross with CityDefense2 the mace 've not enough power.

We can look this turn, then land and the next turn to fight, if they don't whip cats, perhaps we should wait for few cats more. Additional I consider to whip the cross in Arc this turn, because we get the next there quicker. I know, I'm a builder not a warmonger, I play the war not with enough strength. Half of our Produce is building, not units.

It's not the Cross I was worried about defending against. The Cross with Geurilla was to defend against the Mace.
 
So we have two trebs and 5 cats? That should be more then enough to soften up the forces of both Injinya and their capital.

Also someone researched Divine Right last turn and got Islam.
 
The mace has no win chance against a cross at hill, so at hill we need no additional promotion. We can look during the fight about the best promotion.

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CDZ said they research DR.
 

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Do we haven't 3 trebs at OB, with 2 there is no chance.

Alpha
We fight against cross with 2 city-defense, injured 4/6 they 've a good chance (>50%) against our maces with CR.
 
7 sacrifical cat/treb is more then enough. Heck we only need 2-3 per city and were aiming to take two.
 
In the game I 've used Tristeros Testgame and build the situation of our attack force and the defender, for their fortified strenght I 've give them **.
Test the combat Alpha, you 'll see, how many units we lost.
 

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