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MY 2200 - Planning & Execution thread

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  • #16
    Cool Good work!

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    • #17
      Aren't we expected to demonstrate to a mod how we were to capture that last base? We can do with our IoD and the rover in Hindenburg Habitat. It can go to CoT and then be transported to (27,27) for instance, where it would have 1/3 mp left, which is enough to capture a base.

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      • #18
        Originally posted by Snoddasmannen
        I'm sorry to say that it looks like they've given up
        Why are you sorry? I thought that was supposed to be the effect of our raid.



        Seriously. Kung freaking fu.

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        • #19
          So, who's next now? The weak or the strong?

          Do we take out the Angels for good and keep the Gaians for the end?
          Or do we face the toughest nut and leave the Angels battling against Yang?
          I assume we have now more than enough credits (with the PEG) to upgrade our units to whatever we want (AAA-3-res for attacking units and ships).
          From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

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          • #20
            I think we should deploy out airforce to the 3Nuts area, and also immediately load up our trannies and IoD with our amphiunits and sail towards Gaialand

            And during this time of sunspots, I'd suggest we take 1/2 dozen crypteia and longstriders and load them on our southern slow trannie (after it has dropped off the new colony pod) and batter our way into infiltration of them. We can denude our bases 'cos we have the PSA (although at some point it can be circumvented via enhanced algorithms)

            We need to know Gaia's strengths and weaknesses, where to strike most effectively, etc.

            They'll be a hard nut to crack 'cos by the time we reach them they'll have had lots of time to fusion everything and get better armour, aerospaces, etc etc

            Alternatively, we could roll thru Yang and then try for a diplomatic victory (supreme leader) vote - except that can't happen until 2219, due to said sunspots

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            • #21
              Originally posted by Googlie
              I think we should deploy out airforce to the 3Nuts area, and also immediately load up our trannies and IoD with our amphiunits and sail towards Gaialand
              Agreed. Though they don't have any shoreline bases so amphi or not doesn't make much difference

              And during this time of sunspots, I'd suggest we take 1/2 dozen crypteia and longstriders and load them on our southern slow trannie (after it has dropped off the new colony pod) and batter our way into infiltration of them. We can denude our bases 'cos we have the PSA (although at some point it can be circumvented via enhanced algorithms)
              Infiltration is so critical right now. How about just charging a number of noodles at some relatively undefended base (maybe Oaken shadow?) and then infiltrate by a drop probe? We don't need to wait for the slow transports.

              Alternatively, we could roll thru Yang and then try for a diplomatic victory (supreme leader) vote - except that can't happen until 2219, due to said sunspots
              This needs to be considered carefully. If we roll through Yang and take out the Angels, we can surely argue our case to the Gaians that they just give up the ghost and let us win?

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              • #22
                I posted an advertisement for Sparta in the Golden Dawn thread. Took the liberty of including out-takes from some turnchats. It was a lot of fun reading through

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                • #23

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                  • #24
                    As well, we need to rename those Morgan bases

                    Shall we just run thru the list of default Sparta names, as appropriate (eg, Scorpi, being on the Volcano, could be Blast Rifle Crag, etc)

                    And Money Valley, which was their HQ, could be Terrapeso Regional Command

                    Default basenames unused:

                    Survival Base
                    Commander's Keep
                    War Outpost
                    Militia Station
                    Fort Legion
                    Janissary Rock
                    Blast Rifle Crag
                    Hawk of Chiron
                    Centurion Cave
                    Hommel's Citadel
                    Training Camp
                    Fort Survivalist
                    Halls of Discipline
                    Parade Ground
                    Last edited by Googlie; December 13, 2005, 14:16.

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                    • #25
                      Originally posted by Snoddasmannen
                      Aren't we expected to demonstrate to a mod how we were to capture that last base? We can do with our IoD and the rover in Hindenburg Habitat. It can go to CoT and then be transported to (27,27) for instance, where it would have 1/3 mp left, which is enough to capture a base.
                      That's true - we must either have units outside that can enter, or an aircarft with mp's left that can obliterate

                      (And how about asking Morgan to turn over control of all their units - formers and crawlers - before disbanding their faction? - they otherwise just disappear. They have 7 formers and 5 crawlers)

                      And if they won't, we have to be careful that we don't denude that last base of minerals so that the game disbands troops - they need one at least to effect the destruction of the base. So don't kill off the crawlers and leave the formers

                      I'd fly that B-8 from vander to Weapons Arm and take out a defender - maybe the aircaft - then perhaps kamikazi the captured Morgan missile tactical on the second - would that remove the noodle? (and if not, can a noodle destruct a base?)

                      Edit: no, it can't - that option doesn't appear on its "action" list, the way it does with a land unit. We can always ask them to try and gift that unit to us

                      Ah - that won't work either - the unit has to be "inside the territory" and whereas a land unit just has to be across the border, an aircraft needs to be actually in the base

                      We'll have to trust them to not pick off something with that aircraft immediately prior to disbanding the faction - or find an aircraft somewhere to park over the General Tacticus

                      (move it one tile east, offshore of the base, then send the B-8 from Vander to attack the base from on top of the GeneralTacticus - that way it'll protect the ship from any Morgan rogue elements that could destroy it before disbanding their faction)
                      Last edited by Googlie; December 13, 2005, 14:36.

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                      • #26
                        Couldn't we simply empty Morgan Weapon Arm with air units and then capture with an airdrop from City of ZZT? (That would be the case if we actually needed to capture the base, of course).

                        As far as long-term strategy goes, it is entirely in our interest to have Yang be a strong buffer between us and the Gaians because that rules out land-based invasions of each respective territory, making amphibious invasions necessary. And we undoubtedly hold the superiority there, with our large arsenal of amphib troops, our navy, our large airforce, and the MCC.

                        Right now, the biggest threat to our hegemony is that the Gaians will planet-buster key bases with secret projects (especially HSA). They could then time that with a mass-probe-rape/mind-control onslaught. Thus, we must do everything possible to make sure the Gaians don't establish bases within missile range of Olympus Academy or any other key bases.
                        Civ IV is digital crack. If you are a college student in the middle of the semester, don't touch it with a 10-foot pole. I'm serious.

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                        • #27
                          Originally posted by Zeiter
                          Couldn't we simply empty Morgan Weapon Arm with air units and then capture with an airdrop from City of ZZT? (That would be the case if we actually needed to capture the base, of course).
                          No - PBEMs crash upon a faction taking the last base of another human controlled faction

                          We just have to demonstrate to Morgan's (and Drogue's?) satisfaction that we are capable of taking that last base - but Chaunk has already conceded it

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                          • #28
                            Originally posted by Googlie
                            We just have to demonstrate to Morgan's (and Drogue's?) satisfaction that we are capable of taking that last base - but Chaunk has already conceded it
                            With all due respect to Chaunk, he is not really in a position to concede that. He hasn't seen the turn, he probably just relies on what we have posted in the embassy and in the general forum.

                            I think we should ask Drogue what the requirements are for this sort of thing, and I think we should consider our turnplay time extended until such time we receive a response. I think Drogue would agree too, since knowing what we have to do is quite critical in deciding what to do

                            So how would we demonstrate this? We can fly a B-8 from Vander to break one defender. Do we need to suicide two air units to kill the other two? We can do the IoD maneuvre that I described earlier with the chaos rover and attack with 1/3 mp, that would probably take out a second defender. The airdrop is a great idea to take out the last one

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                            • #29
                              Here's some additional moves - and clearly we can take out the base next turn should we so wish:

                              2200 moves
                              • moved the GeneralTacticus 1 tile to west of Weapons Arm
                              • Ran the B-8 from Vander to cover, and at the same time bomb Weapons Arm
                              • loaded the amphimarine and missile infantryman onto the Iod and joined the party (now we can demonstrate that we can take the base - if they balk, we can upgrade the missileman to amphiman next turn and raze the base to the ground with 2 amphi attacks)
                              • brought one of the 2 Ogres at Vulcanology to Vander to quell drone riots there
                              • reassigned workers between the bases so that neither would starve
                              • Upgraded Scorpi’s garrison to a 3-res policeman (to allow that second citizen to work)
                              • toasted that mindworm with an F-8
                              • upgraded the paraunit at Mines to drop police
                              • landed some B-8’s to do guard duty pro-tem at rioting bases while cdf’s are building
                              • sent the Steppenwolf into mead metal, and after it destroyed that Morgan rover, it doubles as policman
                              • sailed the slow trannie at 3nuts crag up to kel, and boarded bunker-1112’s new colony pod plus a cdf, then had the Iaci join it for ptotection
                              • Messena will lose minerals to waste this turn, so took the worker off the borehole and the crawler off the mine, and sent it to the borehole to crawl energy
                              Attached Files

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                              • #30
                                another save with suggested build orders put in for bases (and MM'd 3 creches to keep our pop-boom going)
                                Attached Files

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