Is that character a variant? (I just love getting asked that in channel.) - Charis

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[PB84] Lurkers on a Hill

Nice unprotected settler by SD in civac's thread lol
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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Not to beat a dead horse, but I find it baffling that Tarkeel still doesn't seem to think this spot was an aggressive plant:

Tarkeel Wrote:Mjmd had a rather strange opening: bee-lining towards us, then whipping out (there might have been a cash-upgrade too!) four axes to burn our non-threatening border-city when we declined to harass him with Impis.




I can't think of a single person at Realms Beyond who wouldn't feel the need to burn this spot! crazyeye
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It's one thing to deliberately plant a "pink dot" and back it up with troops and worker support. 

It's quite another to be completely oblivious to the fact that you're doing it.  lol


I must say, I don't really like either party's approach to this area.  MJMD's city would be better one tile further north on the plains hill so he doesn't leave his opponent a defensive tile in front of his fortress city.
fnord
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Calling the plant "Leviathan Wakes" was nice and ominous too.
If only you and me and dead people know hex, then only deaf people know hex.

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(6 hours ago)Tarkeel Wrote: Turn 121 (150 AD)
We slip in a city in the last possible spot on the border:


Meddling Kids tells the tale of a former teenage detectives returning to the scene of their last mysteries 13 years later as young adult. The signs are there that the case was more than just a guy with a mask. The story was pitched as "Enid Blyton meets Lovecraft" and it's a fantastic take on the whole teenage detective genre.

Why? What benefit do you get from this? That resourceless and culturally crushed location will only drain the defenses of that region.
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Dyes in 50 turns, maybe.
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Naming the city "Meddling Kids" is going to seem pretty on the nose, I think.
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(5 hours ago)Cornflakes Wrote:
(6 hours ago)Tarkeel Wrote: Turn 121 (150 AD)
We slip in a city in the last possible spot on the border:


Meddling Kids tells the tale of a former teenage detectives returning to the scene of their last mysteries 13 years later as young adult. The signs are there that the case was more than just a guy with a mask. The story was pitched as "Enid Blyton meets Lovecraft" and it's a fantastic take on the whole teenage detective genre.

Why? What benefit do you get from this? That resourceless and culturally crushed location will only drain the defenses of that region.

It looks to be in a reasonably defensible position.  (at least until I thought about the borders....12+ turns to get control of the inner ring is a huge window of vulnerabliity)

A Chariot and an Axe are not enough of an initial garrison.   3 Chariots from MJMD have an excellent shot at killing the city.   On a good day it only takes 2.
fnord
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Hmmmm.....since planting that city is an act of war anyway, Tarkeel would have done well to bring along a Impi to pillage the road on the Iron to buy a bit more time.
fnord
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