Although we can cover a large fraction of our coastline with troops at the moment to prevent landing, we won't have the troops to spare for this in the event of sending an expeditionary force to Bob. So I've been looking quickly at a possible backup plan. I've come up with a scheme that uses 5 garrison points.
Garrison A : Whirlwind 9
This sits in the incense resource on the coast to prevent a landing on it, and troops there can reach Whirlwind, Monsoon, Olibanum Gate, Tempest and Arashi. (5 towns).
Garrison B : Cyclone
A garrison in Cyclone itself. Troops here defend Cyclone, Bolderberg, Typhoon, Tornado and EotS (5 towns, 3 shared with other garrisons. EDIT: 2 of them are shared with Garrison F, which probably won't provide any useful support, so regard only 1 town as shared).
Garrison C : Hurricane 9
Sitting on the iron mountain by Hurricane. These troops are for Hurricane, Sandstorm and EotS (3 towns, 1 shared)
Garrison D : Blizzard 884
In the middle of unsettled territory at the moment, and definitely needing some roads to be built. Troops here are for Inchoff, Blizzard and D'ville. No doubt there will be a few more cities with range before too long. (3 towns)
Garrison E : Inchon
Or could be in Elipolis, depending on how we arrange the cities. Currently only serves Inchon and Elipolis. Important as the gateway between north and south, and as a crossing point for galleys, so probably needing a heavier garrison than the number of towns would indicate. (2 towns).
Garrison F : Sufa
Simply because Sufa is too far away from Garrison B (4 tiles IIRC). Can be a small garrison since it is only defending one town, and the garrison at B can attack any units landing next to Sufa. Can in principle also reinforce Typhoon and Tornado (1 town).
This organisation means that every town is within 3 tiles of a garrison, and so we can get troops into any city that has enemy troops land next to it. Also covers one iron and one incense resource (and our furs and horses are inland) so we can't be cut off from out resources. Every town except Inchon and Elipolis can be reached from at least one more garrison point in two turns (or fast movers from two garrison points in one turn). I don't think that this depends on having engineering to cross rivers without penalty, but I may be wrong. It is possible that a few more roads might need to be built to give troops the quickest paths (definitely in the case of Garrison E - but as more towns get settled in the area I expect the organisation to change to cover the new towns efficiently). It might be possible to come up with a more efficient scheme than this, so please feel free to try.
Each garrison should have pikes roughly in proportion to the number of cities being defended, plus catapults, MI and knights (of course). The knights could be arranged slightly differently, since two groups - one at EotS and one East of D'ville (for example) - are enough to get knights to any point on south Stormia (including Elipolis) within a turn.
I'd suggest the identifying garrison points and building a military road network based on them should be a fairly high priority if we are considering sending a force to Bob in the not too distant future.
Garrison A : Whirlwind 9
This sits in the incense resource on the coast to prevent a landing on it, and troops there can reach Whirlwind, Monsoon, Olibanum Gate, Tempest and Arashi. (5 towns).
Garrison B : Cyclone
A garrison in Cyclone itself. Troops here defend Cyclone, Bolderberg, Typhoon, Tornado and EotS (5 towns, 3 shared with other garrisons. EDIT: 2 of them are shared with Garrison F, which probably won't provide any useful support, so regard only 1 town as shared).
Garrison C : Hurricane 9
Sitting on the iron mountain by Hurricane. These troops are for Hurricane, Sandstorm and EotS (3 towns, 1 shared)
Garrison D : Blizzard 884
In the middle of unsettled territory at the moment, and definitely needing some roads to be built. Troops here are for Inchoff, Blizzard and D'ville. No doubt there will be a few more cities with range before too long. (3 towns)
Garrison E : Inchon
Or could be in Elipolis, depending on how we arrange the cities. Currently only serves Inchon and Elipolis. Important as the gateway between north and south, and as a crossing point for galleys, so probably needing a heavier garrison than the number of towns would indicate. (2 towns).
Garrison F : Sufa
Simply because Sufa is too far away from Garrison B (4 tiles IIRC). Can be a small garrison since it is only defending one town, and the garrison at B can attack any units landing next to Sufa. Can in principle also reinforce Typhoon and Tornado (1 town).
This organisation means that every town is within 3 tiles of a garrison, and so we can get troops into any city that has enemy troops land next to it. Also covers one iron and one incense resource (and our furs and horses are inland) so we can't be cut off from out resources. Every town except Inchon and Elipolis can be reached from at least one more garrison point in two turns (or fast movers from two garrison points in one turn). I don't think that this depends on having engineering to cross rivers without penalty, but I may be wrong. It is possible that a few more roads might need to be built to give troops the quickest paths (definitely in the case of Garrison E - but as more towns get settled in the area I expect the organisation to change to cover the new towns efficiently). It might be possible to come up with a more efficient scheme than this, so please feel free to try.
Each garrison should have pikes roughly in proportion to the number of cities being defended, plus catapults, MI and knights (of course). The knights could be arranged slightly differently, since two groups - one at EotS and one East of D'ville (for example) - are enough to get knights to any point on south Stormia (including Elipolis) within a turn.
I'd suggest the identifying garrison points and building a military road network based on them should be a fairly high priority if we are considering sending a force to Bob in the not too distant future.
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