January 17th, 2015, 01:53
(This post was last modified: January 17th, 2015, 11:47 by ipecac.)
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The chariot is in no danger from an Axe, we can take it out with 96.45% odds with Shock even though it get Combat II and tries to choke us on the forest, which we may very well have to do. Frankly it was Adrien who should have worried about us killing the Axe which we should have done with 99.6% odds. I'm sorry but I have to request that unless necessary you don't make tactical decisions, including worker movements, a turn or two before potential war with consulting me.
[this part outdated. We need to play second.] The worker mining needs to stop mining, move 1N and road so that reinforcements from the West have a quicker path, and then the three workers road towards the choke point. Access Point's Axe needs to move to the disputed zone.
We also need to direct EPs against him, as well as whip the Settler from 2.5". I'd do it now if I wasn't sure if it's allowed after ending turn.
January 17th, 2015, 08:41
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Hey, yeah I'm sorry I didn't wait to talk to you first, however we had discussed that I would remain primary turnplayer, and as such assume a degree of discretion to make decisions. My thought process was this:
1) we can't attack the Axe without allowing Adrien to move, because that would be a double-move to declare war
2) if we allow Adrien to move, there's a good chance that he attacks the Chariot with the Ace - remember the Chariot's bonus only works when attacking, so he would have the odds and may anticipate us attacking him next turn.
I should have stopped there and waited for your input before playing further, but I thought that the overall threat level is low because we can bring up support - which I then did.
I think it would be better if we can avoid declaring at this point, as it will just provoke him as we are working up to settling a border city, but agree that we may have to kill it.
I did send all EPs against him this turn and we should see his graphs next turn or the one after.
As for post-End of Turn moves/ changes; I believe that it is OK as long as you're not in a turn split, so go ahead.
I'm Going to be tied up with the kids today so am unlikely to be able to jump in at a moment's notice to play; no problem if you can, but also remember that he can't double move us to snipe a Worker (for example) so we will always have the option of retreat.
January 17th, 2015, 08:51
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Thought: whipping the Settler will affect Monotheism timing - can we make it up by working the Lakes at TP & PP?
January 17th, 2015, 11:45
(This post was last modified: January 17th, 2015, 11:56 by ipecac.)
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(January 17th, 2015, 08:41)Dreylin Wrote: Hey, yeah I'm sorry I didn't wait to talk to you first, however we had discussed that I would remain primary turnplayer, and as such assume a degree of discretion to make decisions.
My thought process was this:
1) we can't attack the Axe without allowing Adrien to move, because that would be a double-move to declare war
2) if we allow Adrien to move, there's a good chance that he attacks the Chariot with the Ace - remember the Chariot's bonus only works when attacking, so he would have the odds and may anticipate us attacking him next turn.
I should have stopped there and waited for your input before playing further, but I thought that the overall threat level is low because we can bring up support - which I then did
I think it would be better if we can avoid declaring at this point, as it will just provoke him as we are working up to settling a border city, but agree that we may have to kill it. You're right about the double-move, I didn't catch that. Agreed, the the primary turnplayer retains discretion; I apologise if I was too forward there but if possible in future it would be better to have two heads working on the problem.
On further reflection, the problem we face now is that if he decides to go South we don't have any good way to kill the Axe except by telegraphing our intent by moving the chariot next to the Axe. Instead of playing first, we should wait for Adrien to play and go second:
I've switched the Hub to put some hammers into a Chariot (Whales timing won't be delayed). If his Axe lands on the forest, we should whip the Chariot and prepare to kill the Axe if it moves S or SW; if not we just complete the Workboat. As for the existing Chariot on the chokepoint, I think it should move either E or NE to get a better survey of the land East.
Quote:I did send all EPs against him this turn and we should see his graphs next turn or the one after.
As for post-End of Turn moves/ changes; I believe that it is OK as long as you're not in a turn split, so go ahead.
I'm Going to be tied up with the kids today so am unlikely to be able to jump in at a moment's notice to play; no problem if you can, but also remember that he can't double move us to snipe a Worker (for example) so we will always have the option of retreat... Thought: whipping the Settler will affect Monotheism timing - can we make it up by working the Lakes at TP & PP?
No worries, as I was wrong and we need to play second now. Also, we're working the lakes now because of uncertainty in the turns ahead..
January 17th, 2015, 11:55
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No offense taken, and I agree that in future we should try to work on these things together. I probably overreacted that it needed an instant decision, but it was late and I needed to head to bed and didn't know when we might be able to discuss.
Anyway, sounds reasonable; can we see where he moved, or do we just know that he's out of sight?
Not sure on the Chariot's next move; I'd like to see more forward, but I think it might be more prudent to turn it around and concentrate our forces - form a net around his Axe?
Regarding the city site, from a defensive point of view, I don't think we'll find anything better than the marked choke point; there's the defensive river & mountain combo, and we can see the land widens past there so will be harder to defend. Also, the further we push the longer the supply lines and harder to defend. If we agree, then scouting further is less necessary now than securing the way - if you see what I mean?
January 17th, 2015, 12:06
(This post was last modified: January 17th, 2015, 12:10 by ipecac.)
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(January 17th, 2015, 11:55)Dreylin Wrote: Anyway, sounds reasonable; can we see where he moved, or do we just know that he's out of sight? He's out of sight; he either moved 1W or 1NW and we don't have vision on both tiles.
Quote:Not sure on the Chariot's next move; I'd like to see more forward, but I think it might be more prudent to turn it around and concentrate our forces - form a net around his Axe?
Regarding the city site, from a defensive point of view, I don't think we'll find anything better than the marked choke point; there's the defensive river & mountain combo, and we can see the land widens past there so will be harder to defend. Also, the further we push the longer the supply lines and harder to defend. If we agree, then scouting further is less necessary now than securing the way - if you see what I mean?
Good point.
2.5" needs to regrow after whipping so it'll build the Missionary instead of TP.
January 17th, 2015, 21:40
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Here's the situation:
I think we should move the Chariot 1SW; that will allow us to confirm exactly where the Axe is and plan accordingly. We can always move E-NE next turn to scout further.
January 17th, 2015, 22:26
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Discussed with ipecac; we moved the Chariot 1W, and after not seeing the Axe continued 1S onto the hill revealing that the Axe had moved on to the NW. So we moved the Workers forward and the Settler is on the way:
I didn't whip The Hub, but left it on the Chariot build as we don't need the WB for a few turns.
Now that we can see the area I think we put the Chariot onto the Gold next turn (unless his Axe reappears).
Do we want to us the Worker NNE of The Hub to road 1E and 1N of the current tile to shorten the transit from Access Point by 1t?
I'm not sure what the right next build in Access Point is, but it might be a Galley to allow ferrying units across Clam lake if necessary.
Walls in the new city once it's connected to the Stone?
January 17th, 2015, 22:31
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Oh, and in foreign news a Great Prophet was born - likely Elum's from Stonehenge. Will be interesting to see what he does with it since he has no Religion yet. Judaism is still unclaimed and we will complete Mono in 3t - Elum will complete Currency at the same time, so can't beat us there.
January 18th, 2015, 03:23
(This post was last modified: January 18th, 2015, 03:35 by ipecac.)
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(January 17th, 2015, 22:26)Dreylin Wrote: I didn't whip The Hub, but left it on the Chariot build as we don't need the WB for a few turns.
Now that we can see the area I think we put the Chariot onto the Gold next turn (unless his Axe reappears).
Do we want to us the Worker NNE of The Hub to road 1E and 1N of the current tile to shorten the transit from Access Point by 1t?
I'm not sure what the right next build in Access Point is, but it might be a Galley to allow ferrying units across Clam lake if necessary. Sounds good.
Quote:Walls in the new city once it's connected to the Stone?
Walls might not be necessary yet because he can't 1T the city so Granary should be better unless we feel that the threat level is high..?
We've lost graphs on CH, gained Adrien's graphs. I think we wait for him to play (so we know if his Axe returns) before we move Chariot to Gold. Also, 2 Spears down South....that place must be crawling with Barbs; we might need more than one Axe + one chariot.
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