Size 6 cities can still draft (outside of RBmod) they just go 6->4.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!
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Size 6 cities can still draft (outside of RBmod) they just go 6->4.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
No, conditions for drafting are the city must be size 5 or above after drafting, so 6 for maces/muskets/rifles, 7 for infantry and 8 for mechs
Apologies, you're correct.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Bigger offered Physics + Democracy for the cities of Bass and Google. Of course I said NO, but the timing is perfect because it gives me a plausible excuse for massing troops into those cities.
The game is pretty much over though. Bigger swapped back into REP, and is getting Electricity in 4 turns while making >800gpt (presumably 0%). I'll take my best shot militarily to try and reel him in, but Infantry march slow and he's laying down rails quick. I wish I hadn't settled my last 2 GG. If I'd been smart I would have had 2 commandos waiting to participate in the quick strike
Took a quick peek in game to see where Krill's troops went. He abandoned NCIS, and the units from there were not visible to me.
![]() LA Law has 13 units defending, roughly 8 Rifles and 5 LB (I don't remember the exact breakdown). I have 9 Infantry and 3 Cannon that I landed over there. I also have 5 Infantry on ship. Why not more on ship? Well ... I mistakenly thought that I have more in range to reach the ships before I moved them, or else I'd have stopped next to my giant stack along the way and picked up a few more. As it is I have 13 + 5 = 14 attackers vs. Krill's 13 defenders. I'm going to try storming the hill this turn rather than waiting, because then that would leave Krill with just a flatland city to defend, rather than trowing his remaining 10 rifles into the hill city where they get better odds. I'll have to roll some pretty good number though since I only have 3 cannon for collateral.
But the biggest new that I found when I logged in was that Commodore declared war on 2metra, and captured 2 cities!
This changes the game significantly, and opens up the real possibility of piling into 2metra and carving him up. I am going to carry through with the Bigger strike if he leave his belly exposed, but I'm not going to commit to total war if I can make easy gains against 2metra. I'll need about 4 turns of preparations to shuffle units up to the northeast, which is just about enough time for 2metra to draw his forces away to try fighting off Commodore ... and then
So I realized a bit of comforting news. Bigger is actually in a GA, so his real numbers are actually less. Bad news is that Krill gifted Dad's Army to Bigger so I can't use Krill's culture as a launching pad for attacking Bigger. Good news is that 2metra is drawing down his forces in along our border.Bad news is that 2metra will have at least 1 turn of warning, 2 if he is really paying attention in our backlines and discerns the mass troop movements northwards. Good news is that Commodore's attack appears to be strong. Bad news is that Bigger has a ton of forces near our western border, and just signed 10 turns peace with 2metra. Good news is that we are still #1 power, and the winning team (Bigger) is less likely to want enemies at this point.
Ok, enough with the good/bad. Here's a few facts: ![]() As you can see, Krill gifted Dad's Army to Bigger I have no chance at a surprise attack now Those are the position of the units start of turn. Krill has 13 defenders, I have 14 killers (5 on ship) and 3 cannon. If I kill the city this turn Krill is dead. If I don't then he can throw everything inside and live a couple more turns. I take the shot, and ...![]() Won without difficulty There was only one lowish 77% shot, and everything else was >90%. Won every battle here and still had an extra infantry on ship. GG Krill and AT.
Nothing interesting to report this turn. Bigger has a massive amount of troops along our western border. I have an equal number prepared to hit any stack of his (and mine are Infantry
). 2metra seems to be repulsing Commodore without difficulty now that Bigger has made peace, so it's not the bloody back-and-forth that I was hoping for which would leave his north vulnerable
Is it worth going after Commodore or 2Metra
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
FEAR THE CORN!!! War has been declared on 2metra.
![]() The short story is in the picture above. I finally sprung the long-planned and once-failed plan for a naval invasion of 2metra's coastal cities. I was going to try and kill all three, but decided against it because I wanted to get as many units inside Hoth as possible. Sending one ship to Turfan would mean 3 fewer Machine Guns in Hoth. If I can hold Hoth just this one turn then I'll be safe to claim all of the territory to Hoth's west ... as you'll see below ... I managed to get 12 Machine Guns + 3 Infantry inside Hoth. ![]() I counted roughly 20 Infantry in range of Hoth, plus some Cavalry and a bunch of Cannon. My Machine Guns don't take Collateral, so figure at least attacking units to dislodge one from a hill. Fingers are crossed. ![]() This is why I'll be safe if I can hold one turn. My troops are arriving from the Krill war as quickly as the trains can run. I was out of war for exactly 1 turn before declaring on 2metra. This was the 3rd turn of movement along rails for these units because they did not participate in the final turn of the Krill war. I have now upwards of 12 Machine Guns and 20 Infantry within rail range of Hoth next turn All that remains is to take out Ning-H so that the culture disappears *hopefully* (I've seen a couple instances where it takes a turn to reset culture). I have 15 Cavalry and 3 Infantry that can hit Ning next turn and it is currently defended by 1 Machine Gun + 1 Chariot. If the culture does not disappear I'll be able to boat in 15 more units. If the culture does disappear I'll be able to get something like 50 more units inside next turn, including at least 15 Cannon. |