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Rhoth

Turn 227 - 1585ad

29 posts in this topic

Proposed moves:

bolded will see action:

 

Units:

Warriors:

- F2; fortified in Midgard

- F3; fortified in SCM

- F5; sentry in Marseilles

- F8; fortified in Apocalypto

- F9; fortified in Camazotz

 

Archers:

- Herbert West (CG1); fortified in Mag Mell

 

Longbows:

- Enoch Bowen (CG1&2); fortified in Vanaheim

- John Raymond Legrasse (CG1&2); fortified in Jotunheim

- Samuel Seaton (CG1&2); fortified at SCM 66

- Daniel Upton (CG1&2); fortified in Niflheim

- Frank Elwood (available promo); fortified in Sekhmet

- Orrin B. Eddy (available promo); fortified in Chasqui

- Asaph Sawyer (available promo); fortified in Apocalypto

- Joseph D. Galvez (available promo); fortified at SCM 66

 

Crossbows:

- Thaddeus Gardner (D1,2&3); fortified in Niflheim

- Keziah Mason; fortified in Chasqui

 

Axemen:

- Roderick; fortified at Mictlan 63

 

Macemen:

- Canus Soldier George; fortified in Niflheim

- Canus Soldier Thomas (C1,S); fortified in Erebh

 

Spearmen:

- Canus Soldier Nacon; fortified in Niflheim

 

Pikemen:

- Canus Soldier Tobikko (C1&2,F); fortified in Vanaheim

- Canus Soldier Pluto (C1); fortified at SCM 66

- Canus Soldier Jake; fortified in Chasqui

- Canus Soldier Elwood; fortified in Chasqui

 

Musketmen:

- Naberius (available promo); fortified at Mictlan 63

 

Riflemen:

- Canus Soldier Wyatt (CR1,2&3) 8.5/14 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Canus Soldier Mason (C1&2, available promo) 11.2/14 strength; Strike Force Apocalypto at Mukata 4, give P and move into neutral lands for healing after Mukata is razed

- Canus Soldier Domino (CR1&2, available promo) 8.4/14 strength; Strike Force Apocalypto at Mukata 4, give P and move into neutral lands for healing after Mukata is razed

- Canus Soldier Kizzie (CR1&2, available promo) 9.8/14 strength; Strike Force Apocalypto at Mukata 4, give P and move into neutral lands for healing after Mukata is razed

- Canus Soldier Dingo (two available promos) 10.5/14 strength; Strike Force Apocalypto at Mukata 4, give C1 and P and move into neutral lands for healing after Mukata is razed

- E. Hoffman Price (C1&2,available promo) 6.7/14 strength; Strike Force Apocalypto at Mukata 4, give P and move into neutral lands for healing after Mukata is razed

- Canus Soldier Keala (C1,S, available promo) 9.8/14 strength; Strike Force Apocalypto at Mukata 4, give P and move into neutral lands for healing after Mukata is razed

- Canus Soldier Rocky (C1) 11.3/14 strength; Strike Force Apocalypto at Mukata 4, attack

- Barnabas Marsh (available promo) 11.9/14 strength; Strike Force Apocalypto at Mukata 4, Give C1 and attack

- Bolton Worsted Mills (CG1&2); fortified in Chasqui

- William Briden (CG1&2); fortified in Chasqui

- New rifle rename xxx (two available promos); in Midgard, move to Valhalla

 

Chariots:

- Jeanne d'Arc (Great General) (C1,M1,2&3); sleeping in Valhalla

- Hernan Cortes (C1,M1,2&3,Mor,T); Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

 

Ballista Elephants:

- Tusko (C1&2,S, available promo) 7.0/8 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Tyke (C1&2,S) 0.1/8 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Kandula (C1&2, available promo); sleeping in Chasqui

- Mona (C1&2,F); sleeping in Chasqui

- Abul Abbas (C1&2,S); sleeping in Chasqui

- Batyr (C1&2,F, available promo); sleeping in Chasqui

- Lallah Rook (C1,S, available promo) sleeping at Niflheim 699

 

Cavalry:

- Con's Revenge (C1&2, available promo) 9.4/15 strength; Strike Force conmcb25 at Mukata 4, give P and move 22

- Godking's Slaughter (C1, available promo); Strike Force conmcb25 at Mukata 4, move 22

- Donald's Starvation (C1, available promo) 12.6/15 strength; Strike Force conmcb25 at Mukata 4, give P and move 22

- Rhoth's Battlefield (C1,P); Strike Force conmcb25 at Mukata 4, move 22

- Hanno (C1, available promo) 12.3/15 strength; Strike Force conmcb25 at Mukata 4, give P and move 22

- Beta's Folly (C1&2) 11.3/15 strength; Strike Force conmcb25 at Mukata 4, move 22

- Kesavan (C1&2,F) 10.5/15 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Surapa (C1&2,F) 7.2/15 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- rename Larry (three available promos); near Chasqui, move toward French lands

- New cavalry rename Moe (two available promos); in Valhalla, move toward French lands

 

Catapults:

- Rock-it Launcher 4 (CR1&2); Strike Force Apocalypto at Mukata 4, attack if necessary

 

Trebuchets:

- Rock-it Launcher 1 (available promo); Strike Force Apocalypto at Mukata 4, give CR1 and attack if necessary

- Rock-it Launcher 2 (available promo); Strike Force Apocalypto at Mukata 4, give CR1 and attack if necessary

- Rock-it Launcher 6 (CR1&2) 3.3/4 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Rock-it Launcher 7 (CR1&2) 2.2/4 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Rock-it Launcher 9 (CR1) 3.3/4 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Rock-it Launcher 10 (CR1); Strike Force Apocalypto at Mukata 4, attack

- Rock-it Launcher 11 (CR1) 2.6/4 strength; Strike Force Apocalypto at Mukata 4, give CR1 and attackmove into neutral lands for healing after Mukata is razed

- Rock-it Launcher 12 (CR1) 2.6/4 strength; Strike Force Apocalypto at Mukata 4, move into neutral lands for healing after Mukata is razed

- Rock-it Launcher 13 (two available promos); sleeping in Chasqui

- Rock-it Launcher 14 (two available promos); near Asphodel, move toward Chasqui and sleep

- New trebuchet rename Rock-it Launcher 15 (two available promos); in Camazotz, move toward Chasqui

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1); at Mukata 9, move next to Mukata and bombard

- New frigate rename Santa Maria (C1); in Sekhmet, give C1 and move down to cover island approaches

 

Galleons:

- Galleon (C1); Strike Force Godking move east toward French lands

- Galleon (C1); Strike Force Godking move east toward French lands

- Galleon (C1); Strike Force Godking near Apocalypto, move south toward SC lands

 

Spies:

- Mentlegen Reborn Again (Commando); in SC lands, end turn

- Meregen (Commando); in SC lands, move 9 and end turn

 

Workers:

- Worker 1; road Mictlan 44

- Worker 2; working on pasture at SCM horse tile

- Worker 3; working on pasture at SCM horse tile

- Worker 4; farm Valhalla 87

- Worker 5; road Niflheim 22

- Worker 6; working on cottage at Vanaheim 87

- Worker 7; start cottage at Jotunheim 21

- Worker 8; road Vanaheim 22

- Worker 9; working on cottage at Niflheim 2

- Worker 10; start cottage at Jotunheim 21

- Worker 11; working on cottage at Niflheim 47

 

Work Boat:

- None

 

Settlers:

- None

 

Missionaries:

- Buddhist missionary, sleeping in Valhalla

 

Great People:

- Gustavus II Adolphus (Great General) settled in Mag Mell

 

 

 

Technology:

- Working on military science (2), slider at 60%

 

 

 

Cities:

- Apocalypto; size 17; barracks, stable, forge, granary, Christian monastery, Islamic monastery, Buddhist monastery, Buddhist temple, library, observatory, university, colosseum, theater, marketplace, bank, lighthouse, harbor, customs house and courthouse; building cavalry, finish at EOT, start another

- - - - Current Garrison: Asaph Sawyer, F8

- Mag Mell; size 12; barracks, stable, forge, granary, baray, Christian monastery, Buddhist monastery, Buddhist temple, library, lighthouse, harbor, theater and marketplace; building galleon,

- - - - Current Garrison: Herbert West

- Mictlan; size 14; barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, theater, colosseum, grocer and marketplace; building rifleman, finish at EOT, start another

- - - - Current Garrison: none

- Sekhmet; size 18; Moai Statues, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, library, observatory, marketplace, lighthouse, harbor, customs house and courthouse; building frigate,

- - - - Current Garrison: Frank Elwood

- Sugar Candy Mtn; size 16; West Point, Heroic Epic, barracks, stable, forge, granary, Buddhist monastery, Buddhist temple, library, colosseum, theater, grocer and courthouse; building cavalry,

- - - - Current Garrison: F3

- Asphodel; size 11; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building cavalry, double whip cavalry, finish at EOT, start another, size 9

- - - - Current Garrison: None

- Chasqui; size 9; walls, castle, Christian monastery, Buddhist monastery, Buddhist temple, Buddhist Stupa, monument, granary, theater, library, marketplace and courthouse; building forge, size 10 at EOT

- - - - Current Garrison: William Briden, Bolton Worsted Mills, Orrin B. Eddy, Keziah Mason, CS Jake, CS Elwood, Mona, Kandula, Tyke, Batyr

- Camazotz; size 14; walls, barracks, forge, Christian monastery, Buddhist monastery, Buddhist temple, granary, baray, library, marketplace and courthouse; building trebuchet,

- - - - Current Garrison: F9

- Valhalla; size 17; Forbidden Palace, walls, barracks, stable, forge, granary, baray, Buddhist monastery, Buddhist temple, library, theater and courthouse; building cavalry,

- - - - Current Garrison: Jeanne d'Arc

- Erebh; size 2; walls, Buddhist monastery and library; building Buddhist temple,

- - - - Current Garrison: CS Thomas

- Midgard; size 18; barracks, granary, forge, Christian monastery, Buddhist monastery, Buddhist temple, theater, library, lighthouse, harbor, customs house, marketplace and courthouse; building trebuchet,

- - - - Current Garrison: F2, Hernan Cortes

- Jotunheim; size 14; walls, barracks, forge, granary, Buddhist monastery, Buddhist temple and theater; building rifleman, finish at EOT, start another

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 9; walls, granary, Buddhist monastery, theater, library and lighthouse; building Buddhist temple,

- - - - Current Garrison: Enoch Bowen, CS Tobikko

- Niflheim; size 10; walls, granary, Buddhist monastery, Buddhist temple, library, theater and courthouse; building forge,

- - - - Current Garrison: Daniel Upton, CS Nacon, Thaddeus Gardner, CS George

 

- - - - Strike Force Apocalypto: CS Wyatt, CS Mason, CS Dingo, CS Rocky, CS Kizzie, CS Domino, CS Keala, E. Hoffman Price, Barnabas Marsh, R-I Launchers 1-12, Kesavan, Tusko, Surapa, Tyke

 

- - - - Strike Force conmcb25: Con's Revenge, Beta's Folly, Donald's Starvation, Rhoth's Battlefield, Godking's Slaughter, Hanno

 

- - - - Reserves near SCM: Samuel Seaton, CS Pluto, Joseph D. Galvez

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

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Southern Cross info:

- At WAR

- Researching military science (28)

- Current trades: none

- Current tech deals: none

- Civics: representation, free speech, caste system, free market, free speech

- Cities:

- - - - Te Aroha; size 19, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, observatory, marketplace, bank, grocer, lighthouse, harbor, courthouse; 2 corns, gems and cattle;

- - - - - - - - Current Garrison (t226): quechua "Petrus" (C1)

- - - - Neke Awa; size 20, barracks, forge, terrace, Buddhist monastery, Buddhist temple, colosseum, Islamic monastery, library, university, marketplace, bank, and courthouse; rice and horses;

- - - - - - - - Current Garrison (t226): pikeman "Rongo" (none)

- - - - Te Utu; size 13; Pyramids; Heroic Epic, barracks, stable, forge, Buddhist monastery, Buddhist temple, terrace, library and courthouse; cattle, horses and stone; built on hill;

- - - - - - - - Current Garrison (t211): quechua "Rua" (C1), catapult (none)

- - - - Te Tai Rei; size 15; Forbidden Palace, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, university, lighthouse, harbor and courthouse; 2 ivories;

- - - - - - - - Current Garrison (t219): longbow "Iwi" (none), , pikeman "Perekura" (none)

- - - - Haeana Rati; size 10; forge, terrace, Buddhist monastery, Buddhist temple, courthouse; iron;

- - - - - - - - Current Garrison (t212): quechua "Hoia" (C1)

- - - - Hapina; size 15; forge, terrace, monument, Buddhist monastery, Buddhist temple, Buddhist stupa, library, university, theater, grocer; 2 gems and spices;

- - - - - - - - Current Garrison (t226): longbow, "Rere" (none), longbow "Kaheru" (none), musketman "Monehu" (none),

- - - - - - - - musketman "Monenehu" (none), quechua "Kawharu" (C1,Cov), maceman "Haurangi" (none),

- - - - - - - - pikeman "Ngahuru" (none), pikeman "Wero" (none), pikeman "Kiki" (none), crossbow "Iarere" (C1&2), longbow "Kahikatea" (none)

- - - - - - - - Reserves near Hapina (t226):musketman "Koripi" (none), musketman "Heihei (none), catapult "Nika" (none), catapult "Mangu" (none)

- - - - Mukata; size 18; Moai Statues, barracks, forge, terrace, Buddhist monastery, Buddhist temple, library, theater, lighthouse, harbor, grocer and courthouse; cattle and fish;

- - - - - - - - Current Garrison (t226): longbow "Akenehi" (CG1), quechua "Kiwi Tamaki" (C1,Cov),

- - - - Lisbon; size 14; forge, terrace, barracks, stable, Buddhist monastery, Buddhist temple, library, observatory, university, marketplace, bank and courthouse; pigs, wheat, 2 wines, 2 ivories, oasis;

- - - - - - - - Current Garrison (t188): quechua "Kaitieki" (C1)

- - - - RotoVegas; size 12; Heroice Epic, terrace, forge, Buddhist temple, library and lighthouse; fish, corn, oasis;

- - - - - - - - Current Garrison (t186): quechua "Kotuku" (C1,Cov)

- - - - Taramoa; size 9; terrace, barracks, stable, forge, Buddhist monastery, Buddhist temple, lighthouse, courthouse; corn, silk and floodplains;

- - - - - - - - Current Garrison (t210): quechua "Emere" (C1)

 

- - - - - - - - Ships: trireme "Waka Taua" (C1,Fl1) near Te Aroha islands, galley "Waka Tete" (none) near Sekhmet,

- - - - - - - - caravel "Heahea" (none) in middle of islands

 

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Abbreviations:

A = Amphibious (amphibious attack)

C1 = Combat I (+10% strength), C2 = Combat II (+10% strength), etc.

CG1 = City Garrison I (+20% city defense), CG2 = City Garrison II (+25% city defense), etc.

Ch = Charge (+25% vs. siege weapons)

Cov = Cover (+25% vs. archery)

CR1 = City Raider I (+20% city attack), CR2 = City Raider II (+25% city attack), CR3 = City Raider III (+30% city attack, +10% vs. gunpowder)

D1 = Drill (+1 first strike chance), D2 = Drill 2 (+1 first strike)

F = Formation (+25% vs. mounted)

Fl1 = Flanking I (+10% withdrawal chance), Fl2 = Flanking II (+20% withdrawal chance, immune to first strikes)

M1 = Medic I (heals units in same tile extra 10%/turn), M2 = Medic II (heals units in adjacent tiles extra 10%/turn), M3 = Medic III (heals units in same and adjacent tiles extra 15% cumulative)

Mor = Morale (+1 movement rate - GG only)

P = Pinch (+25% vs. gunpowder units)

S = Shock (+25% vs. melee)

T = Tactics (+30% withdrawal chance - GG only)

 

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Edited by Rhoth

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Don't try to make sense of this until I post that I'm finished editing.

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Depending on our cav strength, send them down to the capital once we burn Mak. Use rifles if possible to take the city, to max out the cav attack.

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We have a couple at full strength, and a couple at near full strength, so yeah I will. :D

 

They could get the Hapina forces down there into Te Aroha before we get there, but then they're trading that city for their capital basically.

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Okay I have six cavalry heading down to Te Aroha next turn.

 

After Mukata is razed I intend to head into neutral lands (or hopefully our lands if they revert right away) and heal up because almost all of our units are pretty beat up. Nice thing is, a lot of the units have available promos to help heal faster (plus our M3 chariot)

 

We could also have the two new cavalry meet up with the stack. Those cavalry were being earmarked for defense until we get the galleons in place for the western sea attack so I'd prefer to leave them where they are until the galleons get closer.

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In going through the new unit distribution for SC I just noticed they've stripped out Te Tai Rei too (a longbow and pike are left). Might be worth it to send our cavalry over there now and just forget about the galleon attack. If we time it correctly we can probably attack the same turn we come out of French lands, and hopefully before they upgrade to rifles. We might lose a cavalry or two since they'd still have a 60% defense bonus and we'd be attacking over the river). We could send two cavalry over there right away through French lands, but I don't know if that is enough to take the city with it's defenses. If we sent our second healer chariot (free upgrade to cavalry) then we could have three of them. Or we could upgrade a couple of the elephants (that weren't upgraded because they were close to 17 XP).

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Oh, the orders should be finished now. Go through and see if you can improve anything. :) Pics of SC's forces are in the turn 226 thread if you need them.

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I'm going to make another change and send our third galleon down to the east side of SC's lands. That way we can start menacing the eastern area, around the same time we get the first two galleons in position to menace the west.

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I'm going to make another change and send our third galleon down to the east side of SC's lands. That way we can start menacing the eastern area, around the same time we get the first two galleons in position to menace the west.

 

:b:

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Any thoughts to keeping Mukata? Would give us a forward base. Ditto for Hapina - when we take it. But that is as far as I would go. The rest we raze.

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It would certainly make healing occur much faster. We would then have to leave some of the rifles back for defense, but we have several new rifles and cavs coming out this turn anyway.

 

I'm thinking we still raze it though. Don't give SC any chance to reacquire. Their land is spread out much more than the Vikings so it would be easier for them to sneak a force behind us and take back a lightly defended city. I don't care to have that happen.

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BTW, it will take them 305 gold to upgrade any one quechua to a rifleman. It appears they are gaining about 500-600 gold per turn by going 10% research.

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Any thoughts to keeping Mukata? Would give us a forward base. Ditto for Hapina - when we take it. But that is as far as I would go. The rest we raze.

 

My gut reaction is no.

 

The first turn went very well but this war is not over, don't give them an oppurtunity to recapture, and we will also have to garrison.

 

Maybe a city further in if everyone thinks it is a prudent move. Its too easy to retreat and heal, then move back along the border. So raze it, and take advantage of the fact that we are still close to home.

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My gut reaction is no.

 

The first turn went very well but this war is not over, don't give them an oppurtunity to recapture, and we will also have to garrison.

 

Maybe a city further in if everyone thinks it is a prudent move. Its too easy to retreat and heal, then move back along the border. So raze it, and take advantage of the fact that we are still close to home.

 

Yep. :b:

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Burn it. Only one I would be tempted to keep is their capital as it has the wonder.

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Actually it doesn't. Te Utu has the wonder (Pyramids for those who don't remember).

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Ok - burn it. :D

 

I am not going to fight popular opinion. Just curious as to why not. Easily defended. Close to the forbidden palace. Once it comes out of revolt it should be a decently producing city. And gives our troops a forward base to heal in.

 

Also - there is no way on gods green earth that SC can retake it. And if they want to try - great - lets kill their units on defence.

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We don't have so many extra units yet that I want to spend them on defense yet. I won't deny that it would be nice to capture a size 17 commerce-based city though. It would really boost us up once it came out of revolt.

 

And really, to be honest, we'd only be saving it for the people who want to play the game out as an SP game after we finish off SC. We don't really need it for our killing off SC which is all that is left for the MP portion.

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Turn played per orders...unfortunately. Memo to self: Move your frickin' spies around first dumbass. :(

 

It's not a big deal, but after I had moved the cavalry units out of Chasqui to head west I discovered that SC has abandoned Hapina completely. We could have razed it this turn. Oh well. Unless they reoccupy it we can take it next turn and use it as a healing station and new forward base (and move up the defense units from Hapina to cover it once the attacker stack leaves again). Unfortunately their Hapina stack is within striking distance of the six cavalry I sent down toward Te Aroha. We could lose a few cavalry this turn if they attack with all of those units (including a few pikes). In any case, Te Aroha won't be quite so easy now. They finished up a rifle as well as sending their Hapina forces down there. They also finished up a rifle in Neke Awa.

 

Mukata is now razed. They abandoned it too, but got out a catapult first (though that didn't provide much sport for CS Rocky). I also destroyed a caravel with our new frigate out of Sekhmet.

 

No French help yet.

 

 

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More pics:

 

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Demographics: SC lost a lot of crop and GNP when we razed Mukata.

 

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Graphs: Love the power graph.

 

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I'm going to do the next turn orders in the morning. Must head to bed now (again).

 

Right now I have three cavalry headed west. By the time we get to French lands the first galleon will be ready. We could think about staging the attack on RotoVegas and Lisbon now (or at least in a turns) instead of waiting for the other galleon. I would imagine they haven't upgraded any units there yet and we could take out at least one city, and probably both.

 

I'd also like to capture and use Mukata (assuming they leave it abandoned) since we can just move Chasqui's defense force down there. Since Te Aroha will be well defended now I'd like to bring the cavalry stack back to heal up (assuming they are still alive).

 

If anyone has more thoughts please add them in.

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I'm going to do the next turn orders in the morning. Must head to bed now (again).

 

Right now I have three cavalry headed west. By the time we get to French lands the first galleon will be ready. We could think about staging the attack on RotoVegas and Lisbon now (or at least in a turns) instead of waiting for the other galleon. I would imagine they haven't upgraded any units there yet and we could take out at least one city, and probably both.

 

I'd also like to capture and use Mukata (assuming they leave it abandoned) since we can just move Chasqui's defense force down there.

 

Hapina you mean. (it was late Bud ;) )

 

if you believe it will really speed things up then go for it.

 

How do you plan on defending it after we capture it?

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