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  • Invasion date delay

    okay, this needs some prodding, it seems, not too many comments were posted on this question.

    As can be seen here, I would like to delay embarking for 1 turn as opposed to the GoW plans (so turn 240(1250 AD), not 239 (1240 AD)). That will mean we've got 53 marines. We could also delay to turn 241, in which case we've got time to upgrade all our inf to MI and ship those to Lego.

    To be complete: invasion is 3 turns later. So 242, 243, or 244. Lego will have tanks in 242.

    So:
    - no delay (turn 239, next turn), with either extensive chaining, or too few marines
    - turn 240, with marines, and possibly chaining of 8 MI
    - turn 241, with all MI, but facing more tanks.

    DeepO
    6
    No, turn 239, see GoW plan
    0.00%
    0
    Delay to turn 240, as originally planned for
    16.67%
    1
    Delay to turn 241
    66.67%
    4
    abstain
    16.67%
    1

  • #2
    Hum, a bit of a correction: with delay to turn 241, we've got 8 MI per chaining transport. We would need to delay to 242 to have all MI.

    DeepO

    Comment


    • #3
      Presumably that 239 rather than 240 for the previous plan is because you want the extra turn of slack in transport movements in case we need to go around some Lego units, since we can do the crossing directly leaving in turn 240.

      No need to wait for all MI - Lego aren't going to have enough tanks to take out 8 MI, so as long as we can have that many there first turn, we can upgrade the in-transport infs in situ. But AFAICS we can chain one boat-load of MI to join the invasion fleet turn 242 (the turn before the marine attack) whichever turn we leave, as long as we have the empty transports ready in time.

      We certainly don't want to go with too few marines, and it looks like we're not going to have enough until turn 240 at the earliest, so we don't have much choice about a delay - but we should tell GoW fairly soon (and point out that it's because they were late getting Amphibious Warfare to us).

      SO I say we go the turn we have enough marines. It'd be nice to have the MI, and if we can get one load of them through chaining, so much the better. But I wouldn't want to put off the invasion any more just to sail with MI in place - I think we lose more than we gain in that scenario.

      Comment


      • #4
        Doesn't the slack in movement make sense to you? I tried, but there is no way to sail to Lego in 2 turns, unless you start the embarkment with the transports just outside Hurricane and follow the most direct route. As there are subs cruising our waters (or we can assume that), we would only give away our invasion plans one turn early.

        For the marines: that should be turn 240 then. And the reason embarkment is on turn 240 instead of on turn 238, is both that we are taking more marines (2 turns production worth), and have received the tech later than expected.

        But I fully agree we should tell this to GoW asap, if at all possible today!

        DeepO

        Comment


        • #5
          I think 241 is the right delay now.

          Comment


          • #6
            241.

            Now I've got access again (dial-up for now) I see I should contact GoW now!

            Comment


            • #7
              OK, I sent a quick note to Panzer with a more polite follow-up.

              Basically I said we're looking at a two-turn delay.

              I'm about to start catching up and looking at the nice map on the GAUL thread. I didn't give dates or numbers to GoW as I think we were talking about launch, rather than arrival dates.

              Comment


              • #8
                241

                Comment


                • #9
                  Good message to GoW, CH. We might want to follow that up the coming days with more on our plans. I'll see if I can put some together for them (once we settle on a final plan, of course )

                  As to delaying it to 241, instead of 240: No problem whatsoever for me. Economically, it makes planning a lot easier.

                  DeepO

                  Comment


                  • #10
                    Okay, GoW wants 1 turn only. The question now boils down to if we want to press for turn 241, instead of turn 240 or not.

                    We've got a case, but unless we want to press them, we shouldn't mention it to them.
                    - turn 240 was the original plan, not turn 239 as what they planned for
                    - Marines coming late is the main reason we're late
                    - with that extra turn, we can threaten another city down South. We are doing our best to fork 4 cities, while they only fork 2. They would better use that turn to build transports, and do the same as us.

                    I'm for pressing them. But gently

                    DeepO

                    Comment


                    • #11
                      (Forgive me if this is the chaining that has been previously suggested. I forget where it was and what it was consisted of.)

                      I think we can go on 240, so change my mind. Vox may be a problem, but we can do without them I think. Lego has Tanks so it might not be a great idea to give them "free" upgrades on turn 1 anyways.

                      Transports from Hurricane being short rushed and/or disbanded unit (Rifle) if necessary to get 1 turn Transports.

                      Build/Reserve 3 transports for chaining purposes. 1,2,3 need to be empty on turn 240 and sail with the main fleet.

                      Turn 241 we build a Transport(5). Fill 5 with Marines and chain to 1. 1,2,3 stay with fleet.

                      Turn 242 we build a Transport(6). Fill 6 with units (MI?). 6 chains to 5, 5 chains to 2. 1,2,3 stay with fleet.

                      Turn 243 we build a Transport(7). Fill 7 with units (MI/Marines/Tanks). 7 chains to 6, 6 chains to 5, 5 chains to 3. 1,2,3 are ready for invasion. That gives us 24 units (up to 16 MI right?) we can ship across.

                      Comment


                      • #12
                        Aeson, I saw it a little differently what chaining is concerned. I proposed 2 options for 240 (but I should be more clearer in these proposals, I'm aware they get cluttered in to much text. Sorry.)

                        Option 1:
                        - Sail in 240. Leave 1 transport behind. All marines and other stuff already build on our transports. One transport empty.
                        - on 241, one transport chains 8 marine to the fleet, and off we go. We can't get to MI, as computers are discovered in 241, so upgraded MI are present in 242

                        Option 2:
                        - Sail in 240. Leave 4 transports behind (or build new ones while we're waiting). Leave 4 transports empty in our fleet.
                        - in 241, 1 transport chains 8 marines to the fleet. It will stay behind, as well as one other empty transport.
                        - in 242, 2 transports leave Hurricane for the empty transports (which might not be there, by the way, as Lego will certainly go for our supply lines if they are unprotected. They have a sub nearby that has run from our detection grid), with a couple of marines if we want, and the rest, minimum 8, MI. The ex-empties chain to our fleet, and off we go.

                        There is of course another option, where we would only use 2 chaining transports, and chain 8 M in turn 241, and 8 MI in 242. In 241, we can have a total of 53 marines (without pollution), which is slightly less than the 56 requested. In 242, we can get 61 if wanted (possibly 62 even, but I'm counting on pollution eating at least one)

                        Your option of chaining with 3 transports is not necessary, as in turn 242 everything we need is built, we don't have to wait until 243. Meanwhile, those empty transports in the middle of the sea are at risk... if the BS stack would go for Hurricane instead of protecting the Lego coast, it would most definately spot our empties. The same applies for subs, of which we know at least 1 of them is currently in the neighbourhood.

                        After invasion, chaining becomes something else, and can give instant reinforcements to the front. However, I would like to have some protection close when that's needed, and don't risk the empties in the middle of the sea. The problem with a chain is that Lego only needs 1 sub take out 1 chain, to stop the whole line from working... a minimum of protection will prevent that (e.g. 1 sub+1 DD per empty transport). As a result, we might need to consider building a couple of subs once our marines are built, or at least retreat the ones left over from the initial attack.

                        I would however, whatever the outcome, build one more transport in turn 242. The rest of the chain is present or not, in case it is, we can use it for 8 more MI, without costing us anything. But only count on this as a lucky bonus, not as a tactic, as the risk simply is too big.

                        Oh, chaining when embraking on turn 241:
                        1 transport in 242 will give us 8 MI in the force (or fewer, if we want more than 53 marines). 2 transports will give up to 16 MI. There is no way Lego can interfere with these chains, as there are no empties in the water until after the units are sent across.

                        DeepO

                        Comment


                        • #13
                          If we could have a chain in place on the day of invasion it would help a lot. We wouldn't have to decide what to chain across until after we knew if we had been able to take the city or not. If we fall just short of taking the city we could send over some more Marines. If we do take the city we could instead send more Tanks/MI.

                          We might lose a couple of empty Transports in trying this. I think it's worthwhile though because any Transport sunk in the chain is likely a Transport/DD not sunk in the fleet. If Lego's BB stack is delayed a turn by attacking our chain, that would make it impossible for them to blockade Quanto's Harbor too. Any Submarines that attack our chain only do so at even odds and again, won't be attacking our fleet.

                          We also have to reserve 3 Transports in the fleet as empties. If we have enough Transports for the units we want to send across when the fleet leaves in addition to those 3 empties (so 16), it isn't a tradeoff though. It will give our fleet up to 3 extra defenders if the chain is broken, and if the chain isn't broken, 24 more units of types (MI/Marine) that couldn't have been sent with the fleet.

                          Comment


                          • #14
                            Perhaps since we'd have 3 extra "defenders" in the fleet, we could leave a DD behind at each leg of the chain for protection? Or better yet, build DD's from Tornado/Blizzard (short rushed) to cover the chain "1 turn behind".

                            So it would look like this:

                            Transports from Hurricane being short rushed and/or disbanded unit (Rifle) if necessary to get 1 turn Transports. DD's from Tornado (and/or Blizzard) being short rushed and/or disbanded unit (Rifle) if necessary to get a DD built on turn 241 and 242.

                            Build/Reserve 3 transports for chaining purposes. 1,2,3 need to be empty on turn 240 and sail with the main fleet. Reserve 1 DD(4) for protecting chain.

                            Turn 241 we build a Transport(5) and DD(6). Fill 5 with Marines and chain to 1. 1,2,3 stay with fleet. 4 covers 5. 6 moves out towards the chain.

                            Turn 242 we build a Transport(7) and DD(8). Fill 7 with units (MI?). 7 chains to 5. 5 chains to 2. 1,2,3 stay with fleet. 4 covers 5. 6 covers 7. 8 moves out towards the chain.

                            Turn 243 we build a Transport(9). Fill 9 with units (MI/Marines/Tanks). 9 chains to 7, 7 chains to 5, 5 chains to 3. 1,2,3 are full for invasion. 4 covers 5. 6 covers 7. 8 covers 9.

                            This gives us DD cover at each leg, while dropping the fleet number by 1 DD with overall fleet numbers of ships up 2 from original plans.

                            We could instead build a DD on 240 as well, but that would cut into the number of Marines we know will be able to make it to the fleet, because they sail with the fleet. After the fleet sails, we can only hope future builds make it to the fleet. So cutting into the number of future Marines/MI built, to make it more likely (and in the case of the Transport builds, possible at all) that future Marines/MI can be shipped across, offers far more positive value.

                            Comment


                            • #15
                              So does it look like we can do T240? If so, I'll confirm to Panzer at GoW.

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