Sign in to follow this  
Followers 0
Rhoth

Turn 228 - 1590ad

21 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 Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Mason (C1&2, available promo) 11.2/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Domino (CR1&2, available promo) 8.4/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Kizzie (CR1&2, available promo) 9.8/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Dingo (two available promos) 10.5/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- E. Hoffman Price (C1&2,available promo) 6.7/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Keala (C1,S, available promo) 9.8/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Canus Soldier Rocky (C1) 11.3/14 strength; Strike Force Apocalypto at Mukata site, move toward Hapina for healing after it is taken

- Barnabas Marsh (available promo) 11.9/14 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

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

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

- Larry (two available promos); near Midgard, move toward Hapina

- New rifleman rename Moe (two available promos); in Mictlan, move toward Hapina

- New rifleman rename Curly (two available promos); in Jotunheim, move toward Hapina

 

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 Hapina 669, move into Hapina for healing after it is taken

 

Ballista Elephants:

- Tusko (C1&2,S, available promo) 7.0/8 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Tyke (C1&2,S) 0.1/8 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Mona (C1&2,F); at Hapina 9, take city

- Abul Abbas (C1&2,S); at Hapina 9, take city

- Batyr (C1&2,F, available promo); at Hapina 9, take city

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

 

Cavalry:

- Con's Revenge (C1&2,P) 12.1/15 strength; Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Godking's Slaughter (C1,P); Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Donald's Starvation (C1,P) 13.8/15 strength; Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Rhoth's Battlefield (C1,P); Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Hanno (C1,P) 13.6/15 strength; Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Beta's Folly (C1&2) 11.3/15 strength; Strike Force conmcb25 at Te Aroha 998, move toward Hapina after it is taken

- Kesavan (C1&2,F) 10.5/15 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Surapa (C1&2,F) 7.2/15 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Kandula (C1&2,P); near Valhalla, move toward French lands

- Hidalgo (three available promos); near Valhalla, move toward French lands

- Man O'War (two available promos); near Jotunheim, move toward French lands

- New cavalry rename Sea Biscuit (two available promos); in Apocalypto, move toward Hapina

- New cavalry rename Northern Dancer (two available promos); in Asphodel, move toward Hapina

 

Catapults:

- Rock-it Launcher 4 (CR1&2); Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

 

Trebuchets:

- Rock-it Launcher 1 (available promo); Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 2 (available promo); Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 6 (CR1&2) 3.3/4 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 7 (CR1&2) 2.2/4 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 9 (CR1) 3.3/4 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 10 (CR1); Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 11 (CR1) 2.6/4 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 12 (CR1) 2.6/4 strength; Strike Force Apocalypto at Hapina 669, move into Hapina for healing after it is taken

- Rock-it Launcher 13 (two available promos); Strike Force Apocalyptosleeping in Chasqui, move toward Hapina

- Rock-it Launcher 14 (two available promos); Strike Force Apocalyptonear Asphodel, move toward Hapina

- Rock-it Launcher 15 (two available promos); Strike Force Apocalyptoin Camazotz, move toward Hapina

 

Caravels:

- Nina (C1); sentry southeast of Sekhmet

 

Frigates:

- Pinta (C1); near Te Aroha, move next to Te Aroha and bombard

- Santa Maria (C1); near Sekhmet, heal/fortifying

 

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; roading Mictlan 44

- Worker 2; roading SCM horse tile

- Worker 3; road SCM horse tile

- Worker 4; farming Valhalla 87

- Worker 5; roading Niflheim 22

- Worker 6; road Vanaheim 87

- Worker 7; working on cottage at Jotunheim 21

- Worker 8; roading Vanaheim 22

- Worker 9; working on cottage at Niflheim 2

- Worker 10; working on 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 (1), slider at 60%, finish at EOT, start steel

 

 

 

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,

- - - - 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,

- - - - 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, finish at EOT, start another

- - - - Current Garrison: F3

- Asphodel; size 9; Globe Theater, barracks, stable, forge, Buddhist monastery, Buddhist temple, granary, theater, library and courthouse; building cavalry, size 10 at EOT

- - - - Current Garrison: None

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

- - - - 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,

- - - - Current Garrison: John Raymond Legrasse

- Vanaheim; size 9; walls, granary, Buddhist monastery, theater, library and lighthouse; building Buddhist temple, finish at EOT, start harbor, size 10 at EOT

- - - - 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

 

- - - - Strike Force Godking: Hidalgo, Man O'War, Kandula, 2 galleons

 

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

 

- - - - Reserves near Mictlan: Roderick, Naberius

 

- - - - Reserves near Niflheim: Lallah Rook

 

-------------------------

 

Southern Cross info:

- At WAR

- Researching military science (30)

- 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 (t227): rifleman (none), quechua "Petrus" (C1)

- - - - - - - - Reserves near Te Aroha (t227): 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 Te Aroha (t227):musketman "Koripi" (none), musketman "Heihei (none), catapult "Nika" (none), catapult "Mangu" (none)

- - - - - - - - Reserves near Te Aroha (t227): longbow "Akenehi" (CG1), quechua "Kiwi Tamaki" (C1,Cov),

- - - - 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): rifleman (none), 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 (t227): none

- - - - 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) south of Sekhmet

 

-------------------------

 

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)

 

-------------------------

 

1585ad8.jpg

 

1585ad9.jpg

 

1585ad10.jpg

 

1585ad11.jpg

Edited by Rhoth

Share this post


Link to post

Okay, that should be a fair approximation of what I want to do this turn. Any other suggestions?

Share this post


Link to post

I think most of it was covered in the last turns convo's....

 

I would head down the lone force to take out lisbon, soon as possible. Make them react to us even more, even if it isn't sucessfull. Best think to do though, if possible, is get them to blow thier gold before the force is seen, and do an anphib assault if it is just the lone Q.

Share this post


Link to post

That's my plan. :) I don't know if the attack will get Lisbon, but it should get RotoVegas at least. Lisbon will be one turn after so they would have a chance to upgrade a unit, but I'm guessing they won't have much down there to reinforce Lisbon beyond an upgrade to rifle.

 

Once the main strike force is healed up then we can decide where we want to go from there. I'm thinking since they are holed up in Te Aroha that we make a run at Neke Awa, leaving our Chasqui force in Hapina for defense.

Share this post


Link to post

Yep. :b: I like it too.

 

Of course - we'll see if SC uses a number of rifles to attack our cav. I would if I was them.

Share this post


Link to post
Yep. :b: I like it too.

 

Of course - we'll see if SC uses a number of rifles to attack our cav. I would if I was them.

 

They don't have a couple of rifles in range (they do have one), just muskets and pikes for the most part. The muskets won't do much as most of our cavs have pinch now, but the pikes could hurt.

Share this post


Link to post
They don't have a couple of rifles in range (they do have one), just muskets and pikes for the most part. The muskets won't do much as most of our cavs have pinch now, but the pikes could hurt.

 

I count 5 rifles. One in their capitol, and 4 at 8-7 of their capitol,. That puts them within 3 tiles move by road. They also have several pikes in the stack northwest of the city.

Share this post


Link to post

Ah, I see. I just went into the save and they have upgraded those rifles, but haven't finished the turn yet. If you take a look at my wrap-up pics in the last post you'll see that those were muskets, hence my confusion.

 

That means that those units won't be moving this turn so can't attack our cavalry (the pikes still can). They are still in range of Hapina though so if we took the city they could hit us next turn, and all of our units are injured. Perhaps in the words of Admiral Ackbar...It's a trap! I don't know for sure, but it's a possibility.

 

Perhaps it might not be such a great idea to take the city after all...

Share this post


Link to post

The more I think about it the more I believe that capturing Hapina and moving our injured units in may be a trap. Why else would they upgrade to rifles before they made it into Te Aroha, or before they used their available movement points. Plus they still have catapults in striking distance, etc. So, I think we should just raze Hapina and let the one elephant be a sacrifice (if they do attack it). We don't need the city as it will probably be 10 turns before it comes out of revolt anyway. I hate wasting resources like that (it really goes against my normal Civ-playing grain), but we don't need to keep the cities to win the game. All we need to do is keep them from being usable by SC.

 

On another note, we should be able to attack RotoVegas in 6 turns, Lisbon in 7. It will take 4 turns to get all three cavalry into position on a galleon near Paris, 1 turn to get the galleon into position, and then attack RotoVegas the next turn. We'll land the other units on the hill at Taramoa 6 and they can attack Lisbon on the next turn. SC will probably be able to upgrade the defender in Lisbon, but if they only have one rifle then we should be able to take the city with two cavalry. If they have two rifles then we just won't attack Lisbon yet as it would be a waste.

Share this post


Link to post

Would we not be able to get unwounded rifles into Hapina? (said w/o looking at the save...)

Share this post


Link to post

Take it and burn it down then. Do or die, and that is their death, not ours. Only reason not to is for single player game post the multi player, and that is a far distant consideration.

Share this post


Link to post
Would we not be able to get unwounded rifles into Hapina? (said w/o looking at the save...)

 

Not this turn.

Share this post


Link to post
The more I think about it the more I believe that capturing Hapina and moving our injured units in may be a trap. We don't need the city as it will probably be 10 turns before it comes out of revolt anyway. I hate wasting resources like that (it really goes against my normal Civ-playing grain), but we don't need to keep the cities to win the game. All we need to do is keep them from being usable by SC.

 

I think you have already answered your question.

 

The goal at this point in the game of war is our total victory, and there total defeat. We don't need the cities, especially after they lose a couple. We don't need to play the game after they are dead.

 

When in doubt burn it.

 

We are the Apocolypse after all ;)

Share this post


Link to post

Turn played, not really per orders.

 

SC put a garrison back into Hapina, enough to keep us from hurting it, and have enough of a garrison at Te Aroha (counting the rifle stack near the city) that our cavalry stack wouldn't threaten it. So I pulled everyone back to heal up. We finished up military science so we will be building some grenadiers as soon as we have the current city queues finished up. We'll have steel in 6 turns, and enough gold at that point to nearly upgrade all of our siege weapons. It might be worth it to hold back on the attack until that time, or perhaps threaten to attack by moving the stack on Hapina, bumping down the defenses, and then moving back into our lands to upgrade to cannons.

 

We have 3 turns of preparation for Strike Force Godking at RotoVegas. I was also doing some math and if we wait on that attack then we can get a second galleon full of cavalry prepared in 6 turns for a strike on Taramoa at the same time.

 

If we wait on both we could hit them three ways on the same turn. Main stack at Hapina, 3-cavalry stack at Taramoa, and 3-cavalry stack at RotoVegas. Plus we'll have an empty galleon headed down from Sekhmet that could pull some of their units away too if we make it look like it's headed for their capital.

 

They stole a part of our treasury, but it was only 70 gold or so. Oh, we also killed another of their ships, a caravel.

 

1590ad1.jpg

 

1590ad2.jpg

 

1590ad3.jpg

 

1590ad4.jpg

 

1590ad5.jpg

 

1590ad6.jpg

 

1590ad7.jpg

Edited by Rhoth

Share this post


Link to post

More pics:

 

1590ad8.jpg

 

1590ad9.jpg

 

1590ad10.jpg

 

1590ad11.jpg

Share this post


Link to post

Graphs: Love the power graph. :D

 

1590graphgnp.jpg

 

1590graphmfg.jpg

 

1590graphcrop.jpg

 

1590graphpower.jpg

Share this post


Link to post
Turn played, not really per orders.

 

SC put a garrison back into Hapina, enough to keep us from hurting it, and have enough of a garrison at Te Aroha (counting the rifle stack near the city) that our cavalry stack wouldn't threaten it. So I pulled everyone back to heal up. We finished up military science so we will be building some grenadiers as soon as we have the current city queues finished up. We'll have steel in 6 turns, and enough gold at that point to nearly upgrade all of our siege weapons. It might be worth it to hold back on the attack until that time, or perhaps threaten to attack by moving the stack on Hapina, bumping down the defenses, and then moving back into our lands to upgrade to cannons.

 

We have 3 turns of preparation for Strike Force Godking at RotoVegas. I was also doing some math and if we wait on that attack then we can get a second galleon full of cavalry prepared in 6 turns for a strike on Taramoa at the same time.

 

If we wait on both we could hit them three ways on the same turn. Main stack at Hapina, 3-cavalry stack at Taramoa, and 3-cavalry stack at RotoVegas. Plus we'll have an empty galleon headed down from Sekhmet that could pull some of their units away too if we make it look like it's headed for their capital.

 

:b:

Share this post


Link to post

Hmmmmm

 

I am liking the fact that they seem to have there few riflemen disbursed, and longbows, pikes and quechas stacked in front line defenses. That sort of boggles me about what they are doing?

 

I say pull back so they can't see us, heal, and upgrade, and make sure the end around is rather robust, it may peel units away from the "front", then we go back in.

 

and if they come after us along the front, so much the better to eradicate there units in the open.

Share this post


Link to post

Yep - the plan sounds good Rhoth. :b:

Share this post


Link to post
Sign in to follow this  
Followers 0