I can see two general philosophies for an attack. The first idea is to pick our target city, to be attacked on turn T. On T-1 our fleet arrives 5 tiles away from the target. On turn T, we attack that city. The advantage of this is that Lego only gets a 1 turn warning (probably), so our fleet is quite likely to get across unintercepted.
Plan B is to pick a target danger zone - say one of the blue dot tiles closest to us. Then on turn T-2 we are 5 tiles from that target zone, T-1 we reach the target zone, and turn T we decide which of the three targets to for (with RP doing some investigating for us?) and launch an attack. The advantage of this is that we can plan to threaten the maximum number of cities, meaning that each is defended by fewer infantry. The disadvantage is the danger that we might be spotted one turn earlier, and run a higher risk of losing the whole fleet at sea.
I don't think there is much difference in terms of how soon we are spotted. Look at how close the Lego observation fleet is to our shore. They are going to get 2 turns of warning anyway. The only way to save some misdirection is to whack their entire first rom of ships on T-2, so they don't know which end of Lego we are going for. That may not help much, depending on how big their defensive fleet is, and how many scouts they have throughout that ocean,
Plan B is to pick a target danger zone - say one of the blue dot tiles closest to us. Then on turn T-2 we are 5 tiles from that target zone, T-1 we reach the target zone, and turn T we decide which of the three targets to for (with RP doing some investigating for us?) and launch an attack. The advantage of this is that we can plan to threaten the maximum number of cities, meaning that each is defended by fewer infantry. The disadvantage is the danger that we might be spotted one turn earlier, and run a higher risk of losing the whole fleet at sea.
I don't think there is much difference in terms of how soon we are spotted. Look at how close the Lego observation fleet is to our shore. They are going to get 2 turns of warning anyway. The only way to save some misdirection is to whack their entire first rom of ships on T-2, so they don't know which end of Lego we are going for. That may not help much, depending on how big their defensive fleet is, and how many scouts they have throughout that ocean,
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