BLANDCorporatio wrote:Doubt it. Link to the posts please.
No, wait, that was ETheBoyce I was thinking of.
BLANDCorporatio wrote:Yes, to me too. No rams. Or do you suppose we can use them to cover all the infantry? If lack of casualties is the argument for popping rams, then we don't pop rams.
Yes, actually; we can cover all the infantry.
When we go to attack the City, we simply park the army just outside the range of archery, and send only the covered rams up to attack some random stretch of wall.
The enemy can do nothing but sit there while we tear down the wall. (Unless they have ranged siege, in which case we'd deal with those or change tactics.) When the wall is about to fall, then the rest of the army comes in. But that's 3-5 Rounds worth of enemy archery denied to them.
The Rams are cheap enough to pop, don't slow us down, tear stuff down faster than picks alone, don't hog Exp, and might not even need upkeep (not sure, but it can't be worse than anything else we'd pop with the UP).
BLANDCorporatio wrote:Thanks ETheBoyce, yes indeed the suggestion was plain to see. It was what an interpretation of the recent talks would suggest as our current baseline pop order (I did say warriors/spearmen, someone else said better just spearmen because of Tod's bonus- the arguments made sense).
So, two turns at Tenebris for a Bad Ass. Actually ... since units from there need to go to Dis City and thus spend some move, popping faster ones is ok. If Tenebris is adequately guarded, what do you guys think? If so, then sure, let's make a bomber that the elves will fear.
You know, that wouldn't be such a bad idea. In fact, I'd like to point out we can pop two Bad Asses in time for the battle, should we wish to give one to both Coil and Tod.
Or, we could pop the Kitties on Turns 12-13 and the Bad Ass Turns 14-15. That way we'd be able to get all the Tenebris Gobwins (and the Bad Ass) to Logan's Run on Turn 17, so that we don't have to waste Tod's Training Exp for that Turn.
As for the Dis City popping, I don't think we should be wasting UP on Zeds. Tod can get an average of 1.4 non-zed Spearmen to Level 2 a Turn. And 8 Spearmen Heavies in a block with a Lvl 2 Leader, Dance-Fighting, and mutual Guarding would have ~30 defence. Non-zed Archers can achieve similarly high numbers for Combat. Either would shred more than twice their number of Zeds to pieces.
Plus, as Tod said at this point we want to get as many high-level units to form the core of our future army as possible. Zeds are a massive soak for Exp, since there's so many of them and they need a lot of Exp to level. We don't have to pop Fliers, or even Rams, but just not Zeds.