The moment we've been waiting for is here:
I haven't played the turn yet, and I intend to think this over a while but the turn should be played within 12 hours to be polite. Mindy, if you see this before that point, any input would be great.
Retep chose the north route! He did use combat engineers, but we still have at least 3 turns to play if he goes for Turandot. Probably more because attacking anything on the hill SW of the city over a river would be foolish.
His force: 5 axes, 1 warrior to the south.
Our force: 4 axes, 3 archers, 2 quechua. Turn 51 add 1 archer. Turn 52 add 2 axes. (Both cities have enough overflow after a whip to 1T an axe next.)
The forest 1NW of Barbiere could be chopped this turn if we wanted, or used in defense. 1 Axe in Barbiere has moved already.
With the scout, he knows the contents of Barbiere.
We have the raw numbers advantage, so anything that trades 1 for 1 is a great deal.
So what are the options?
Side question: Do we counterstrike? It would be possible to road and attack the scout 2SW and move units from Barbiere there. Quechuas aren't going to be very useful against axes, though not useless as city defenders. But they could be a pillage threat if he just has an archer or two at home. As discussed above the math is horrible for attacking into his capital, always, so I think that's basically off the table.
Side question 2: Do we kill the warrior right now? The axe has >99% odds to do so, but it would mean he'd be pretty out of the fight in health (most likely) and position. Chances are (about 90%) that he'd have enough health left to defend against an axe afterwards with more than 50%. Unfortunately he'd only get 1XP from the warrior fight.
Main question: What do we do about the invading force?
Options:
1. Just let him come in and play zone defense. He could move onto the forest and sit there, but that's not very scary. We could put enough on the corn that attacking over the river would be a bad idea for him. He could also move NE.
2. Guard the forest. Then moving NE is his only choice. We lose fortify bonus in Barber for anything moved out but his numbers don't look that scary right now so we may not need it.
3. Guard the NE grass, let him move E onto the forest. This feels very wrong because what we guard with can't get back to guard Barbiere without leaving a couple of workers hanging.
4. Try to guard both the NE grass and the forest. We could, say, leave the 1 axe in the forest, and 2 axe + 3 archer in the grass. (Unfortunately the 4th axe can't move). If he wants the forest we have 10% fortify so his C1 axe has 11% chance to win, and an unpromoted axe has 4%. The most likely outcome is that he loses 1 axe, and wins the second combat, and has 4 axes on the forest, 1 wounded but promotable. The problem is him attacking into the open field. He'd get (probably) 3 axe vs archer combats which are 95% odds in the open. He'd be wounded but we wouldn't have much to counterattack with, just 2 axes. And we wouldn't want to give him the chance to promote and heal.
Right now I'm leaning on #2. We put maybe 3 axes + 2 archers in the forest, which ought to be enough to make it a really bad idea to attack the forest. If he moves NE, we either slam into him with what we've got, immediately, or await his next move when we'd have 2 more axes in play. The trouble with that is that he could go toward either city from there, and the river split makes defending both tricky.
So I guess that's my default play unless we think of something else:
- Defend the forest with 3 axes + 2 archers. He basically can't attack into that, I don't think.
- If he moves NE, option 1 is to slam with 4 axes at basically even odds (minus the C1 he has). We could win anywhere from zero to four battles (see binomial distribution which would be 1 - 4 - 6 - 4 - 1 relative probabilities

). In the worst cases he has some wounded axes and one full health one, we have 4 archers to follow up (one over a river), plus 2 quechuas, plus 2 more axes to deal with him after his next move.
- Or... there may be a better option if he moves NE to defend and stall for a couple of turns. I'm not sure.