I specifically provided examples why bringing up number or type of casters would be pathetic, and you decide to exercise that uselessness rather than converse on useful topics.Kyrt wrote:With two casters available in hex? Neither a thinkamancer?Oberon wrote:And here we have Kyrt also using his readers information to defend Tram from having to worry about a trimancer link on the part of GK."
But I'll try to help you again: How many casters did it take to end the GK turn? Frame your response only from the point of view of Tram. Having answered that question (correctly, I'll hope), how many casters does Tram need to be very afraid of? Hint: The answer is the same number. If the Jetstone turn ends, Jetstone ends. Haste does have a value, when you need to accomplish some things before you die.
He doesn't need to play all "let's be equals" to make an attempt to prevent a foolish action from a hoped-for ally who is most likely be thinking that using his units to deal the most possible damage before they are killed is their best use, right now. This is from Tram's perspective, you understand. And having that perspective, only an idiot does not take the necessary steps to prevent that foolish action. Only an idiot decides "Let them tantrum, we'll just tack it on in reparations." They can't move, but they can attack. A smart diplomat could have prevented that attack. No "probing" of Ossomer is necessary to the goal of forming an alliance with GK. All it takes is for a smart diplomat who holds the upper hand to actually communicate his terms, and not take 5 minutes of indulgence to insult the opponent while they are still capable of doing his side harm.Kyrt wrote:He [Tram] is probing Ossomer and his reactions, he is determining if turning him is possible or likely, he is getting information on Parson. He isn't doing a "lets be equals" gig. [...]And perhaps five minutes of talking with Ossomer would have had them reach that point. After all, its not like GK can DO anything. They can't move.
And I think that you feel that using words such as "minor" attack and "little if any" makes the fact that the atrium roof has been destroyed and Jetstone troops are being killed look minor. If you think that allowing an enemy to destroy parts of your city and kill your troops is minor compared to that not happening, then it makes perfect sense that you don't find Tram's failure to prevent that attack to be an example of "holding the idiot ball."Kyrt wrote:I think you are placing WAY too much emphasis on what is, in Trams eyes, a minor attack that ultimately does little if any harm to his city and troops.
Yes, actually. You have summarized it perfectly. When your opponent knows your opinion, there is no need to express it. When you can demand any unit in the coming barter, there is no need to "probes to test his brothers loyalty to GK." When you want to prevent damage to your city, you do come to the point quickly. And finally, calling Tram's opening insults to both Ossomer and Stanley "pleasantries" is really rather ridiculous.Kyrt wrote:Tram has priorities which he wants to address...we know this. He wants his brothers back. He wants to take advantage of Charlies deal. He wants JS safe. He wants to secure his sides future. And so on.
And you think hes stupid because his opening dialogue seem to be probes to test his brothers loyalty to GK and to get info about Parson instead of a "lets get down to it right now, we've no time to waste on pleasantries". That he should keep his opinion of GK and Stanley a secret despite the fact Ossomer knows him and his views quite well? That he should crawl to GK begging for an Alliance or treaty?
How can this be more foolish? You use completely circular logic... "Well, we were going to have to disband some units anyway, so it doesn't matter that they were killed" Except you were looking for a payout from GK, right? One which would have put you in the position of NOT having to disband any units. So no matter how little you care about your units, having some is still better than not having some. Every troop or warlord is an investment in turns and shmuckers, resources that it is not smart to piss away.Kyrt wrote:So what if Parson decides to bomb the atrium? Cities can be repaired and the troops are largely expendable. Thats what they are for and he was already looking to disband some. Its gains GK absolutely nothing doing so.
And the elements of a bargain have their limits. You realize this, right? Were GK to entertain negotiations, there would be an upper limit on how much they could pay to Jetstone. And it wouldn't matter if the atrium was destroyed or not, that amount would be the same. So how is it any kind of advantage to fail to prevent damage to your city? Sure, you're hoping to get some shmuckers out of GK, but wouldn't it be nice not to have to spend some of those repairing the atrium?
Sure. But does it not make sense that you'd just make that offer, rather than wasting time offering insults and failing to prevent desperate actions from the guy you're hoping to cut a deal with? If you're not holding the idiot ball, it does.Kyrt wrote:What we have is JS offering to trade a peace for large elements of GKs strike force. The alternative is a war GK could very well lose (and which JS can't truly afford). Returning GKs forces to it largely intact keeps them relatively powerful, and secures a border against them.
It is a reasonable starting offer.






