The Colonel wrote:bugger, we do need Tod's leadership. Junetta's healing also would come in handy.
NINE FULL STACKS!? AND A WARLORD!? We need to start popping an army.
2 Stacks of fliers
2 stacks of Spearmen
2 stacks of Swordmen
1 stack of an Archeon equivalent
2 stacks of Archers
1 Stack of Gumps
1 Warlord, probably high level.
We have, 46/8 = Six stacks tops. INCLUDING my uncroaked which will not be in top form after this. We need a trump card.
The Colonel wrote:We have, 46/8 = Six stacks tops. INCLUDING my uncroaked which will not be in top form after this. We need a trump card.
The Colonel wrote:Boyce, your job is to target leadership, luckily, there seems to be only one leader.
The Colonel wrote:I'm guessing archeon equivalent. But off the warlord and morale may drop.
Swodaems wrote: The Balrug goes back. (need to keep Charlie from following it)
Swodaems wrote:MarbitChow, please tell me if heck pups can't ride the Balrug. You've only said mounts can't, nothing about agile or beast type units.
I've got multiple ideas in mind for Dis. We could go either for creating a large amount of units or units that are meant to fill distinct roles in our army. If we go the massive amount of units route, we could have Dis pop up to 8 warriors or spearmen a turn. Thanks to our limited time and UP, creating units meant to fill a role means evaluating the worth of each role as compared to each other. (I would like to create 2 backup dancers. A warrior and a spearman with the dancefighting special, but no other spare ap. Could I custom pop them like that, or would I need to pop them as basic or basic garrison units?) I'd prefer to create units with roles instead of cannon fodder, but we could go either way.Werebiscuit wrote:Ok Thats a reasonable popping sequence for Tenebris but what about Dis ?
Before the archons gave us the information about the elven attack, I wanted them simply to expand our net for information purposes. Now I want them in the hopes that they can confirm the Archons' statements about the timing of the attack on turn 6. (MarbitChow, exactly how far does the current net extend? Could our units see how much move the archons had left before ending turn? )Werebiscuit wrote:You however wanted imps, Swodaems. Can you let us know why ?
It has 40 move. The W,J,T,T group ony has 8. Tenebris and Dis are 32 hexes away from each other. On Turn 6, the balrug can use 24 move to drop us 8 hexes away from Dis and then return to either 8 hexes away from Tenebris or group with the 3 naughty kitties 12 hexes from the capital if we don't want it to spend the night alone. (Can also place naughty kitties 8 hexes from Tenebris and still have them make it to Dis on Turn 8.) (I would advocate an exactly choreographed movement strategy to get another trip or two out of the balrug, but any 8 or higher move units the King is willing to send us can already reach Dis in time if they leave from Tenebris now.)Werebiscuit wrote:Swodaems wrote: The Balrug goes back. (need to keep Charlie from following it)
It does not need to travel all the way to Dis, if you are contacting an imp to get us into a situation where the archons cannot overhear, it can drop you at the same co-ordinates or even further out. That way we can keeep the balrug ( as I understand it a unique Tenebrisian unit) form their sight.
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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