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Turn 241: 1255 AD

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  • Turn 241: 1255 AD

    Save is here. This was posted by Lego as BR:
    1) 4/4 Lego DD attacks a 2/4 GS DD at Tipperary 444111; wins (3/4)
    2) 4/4 Lego submarine attacks a 2/4 GS DD at Quanto Mechanico 444777; wins (3/4)
    3) artillery bombards a 4/4 GS submarine at Sharpehaven 44; 1hp off
    4) artillery bombards the 3/4 GS submarine at Sharpehaven 44; 1hp off
    5) artillery bombards the 2/4 GS submarine at Sharpehaven 44; 1hp off
    6) 4/4 Lego BB attacks the 1/4 GS submarine at Sharpehaven 44; wins (4/4)
    First of all, I'll work on a screenshot of where those ships could now be, to counter if possible. But let me open the save, and build those marines first

    DeepO

  • #2
    Standing Info

    2 forest remains, D-ville 99 and WoC 23.

    Defense Plan
    Aeson's comments
    GoW war plans
    Invasion plan

    Start

    - RP sends WM + 100g. Sending WM in return.

    - We discover Computers.
    - Enter F1.
    - Set tech to Minituarisation, 0%.
    - Enter build queue.
    - Blizzard shortrushed to guerilla (knight not possible). 50 shields, 200 gold. 10 shields waste. Over the budget, but we need that DD.
    - Bolderberg set to MI
    - WW set to Marine. (this should mean we've got 16 completing M over the next 2 turns)
    - exiting city view.

    - EotS builds Marine, start Marine.

    - Pollution strikes Hurricane! Still correctable, I think

    - Cyclone builds settler. Starts worker

    - Bolderberg builds MI. Starts MI.

    - D-ville builds M. Starts M.

    - Tempest builds Marine, starts Marine.

    - Tornado builds M, starts M. WLTKD cost us a 2-turn M, might be able to compensate.

    (- Typhoon didn't make it. The only real effect of losing WLTKD: we strand at 46 spt, needing 50 spt. 1 M got delayed, but no problem, and the extra shields will help Tornado get to 2-turn M.)

    - Arashi builds M, starts M.

    - Sufa builds worker, starts E.

    - Monsoon builds M, starts M.

    - OG builds M, starts MI.

    - Inchoff builds M, starts T.

    - Blizzard builds DD, starts MI.

    - WoC builds M, starts M.

    - SA builds Marine. Starts Marine.

    - 733 gold, 0%, 0bpt, +328 gpt. (minituarisation scheduled) 0/? beakers collected.

    Modern Era Tech Cost



    shortrushes
    - as mentioned, already short rushed to guerilla in Blizzard, to complete the DD. (50 shields, 200 gold)

    - disband worker in SA.
    - shortrush to settler (28 shields, 112 gold)
    - set to M

    forces

    (- 2 galley)
    - 14 art
    - 24 workers (+.5/turn) (+1 since last turn, but one used already)
    - 10 settlers (+.20/turn) (+1 since last turn)
    - 20 rifle
    - 57 inf
    - 40 Marines (+8.24/turn) (+10 since last turn)
    - 70 tanks (+.13/turn)
    - 1 MI (+1.16/turn) (+1 since last turn)
    - 22 DD (+1 since last turn) (-3 lost in combat)
    - 26 transports (+.5/turn)
    - 2 carrier
    - 2 sub (-1 lost in combat)
    - 3 explorer (+ .14/turn)
    - 2 fighter (+0/turn)

    - Strong in strength to GoW, to ND, and to Lego.

    Legoland forces:

    - 2 settler
    - 15 worker
    - 8 horsemen
    - 41 Cavalry (-10! Lego is using them to seed ships or tank builds, no doubt about that)
    - 89 infantry (+4 built)
    - 62 artillery (+1 built)
    - 7 ironclad (-9 lost in battle)
    - 15 transport
    - 10 subs (+3 built, -1 battle)
    - 5 DD (+1 built, -4 battle)
    - 9 BB
    - 2 bomber

    The rest is coming

    DeepO

    Comment


    • #3
      Edit - x-post with DeepO

      Spys are sooo cool,

      here's what Lego built this turn in response to this attack.

      3 Inf
      1 Art
      3 Sub
      1 Destroyer
      2 Workers

      Although they wouldn't have had a chance to react properly this turn so the real build reaction should come in changes to their forces next turn. As such they've been disbanding units likely as short rushes.
      Units disbanded are

      10 Cav
      1 Horse

      Interestingly they did have more horse to disband and one would assume they could have disbanded them instead given their rail network however they instead disbanded Cav's. Instead of disbanding one Cav they could have disbanded 3 horse and saved themselves gpt while keeping the superior Cav unit?

      At a rough guess, we should be looking at at least 10, possibly as many as 20, ~100 sheild units built by them next turn.
      Are we having fun yet?

      Comment


      • #4
        Hey DeepO, could you send this save to me, please.
        I'm gonna give it one more shot.
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

        Comment


        • #5
          Save is on it's way, alva



          DeepO

          Comment


          • #6
            okay... some info. I'm currently holding the turn, I'll do some economic stuff but would like some opinions before proceeding.

            In the darkest red, you see our casualties. Surrounding that is an area to indicate where the attackers could have gotten to. The slightest red is what those attackers could see at most. There is one rectangle left, which is where the stack of BB has gone, but it is likely to assume they will be not far from their one BB that attacked us.

            In the white are our positions, and the choices we have. In case we want to bombard with our convoy, those plots become smaller, as we need 1 mp for that...

            South, and Deep South, I think the options are clear: I think we should combine both forces for the time being. Not only does it protect our fleet a bit better, but it will create a bigger diversion from our Northern fleet, and that's what we need.

            North is the problem. I would sail forward with 1 DD, and see if we can spot the BB. If we don't spot them, we go for the b spot (c nearly as good, but one DD can't make it). If we spot them, we can go for the center spot and still have 1 bombardment left. position a is also an option.

            We could also move our carrier 4444, and use the fighter to scout. The carrier will be exposed.

            The Northern sub, I would move to the fleet, maybe seeing if we can spot the enemy sub that sunk our DD. Southern sub moves closer to Tipperary.

            Oh, and I have to edit the pic, as I spotted a few mistakes... be right back

            DeepO

            Comment


            • #7
              pic updated.

              DeepO

              Comment


              • #8
                OPD, didn't see your post before, was to busy posting myself

                I forgot the horse, it seems. And use cav when they still have horse is very strange. There are only 2 options:
                - they have a very long term short rush plan, where they need horses in a few turns (when you disband them, you sometimes end up a few shields short with a cav)
                - or, they weren't paying attention. I guess it's probably the latter, which would also indicate they've got cash to burn... otherwise you would be looking into every gold piece you could safe.

                At any rate, it looks like they want to invest heavily into their defense. You don't need cavs when you intend of building 20 ships, and sink all transports before they are able to invade. Or, you can better build defenders this turn, and as many tanks the moment you can (in 2 turns).

                I really hope they're going for the second option, and are concentrating on land-defense first.

                DeepO

                Comment


                • #9
                  Oh, something I just noticed: there is no way to bomb the BBs (whereever they are), and return with our DDs to the meeting point. All reachable positions are uncovered, and without BBs.

                  We could, if they are only 1 tile off, use some of the damaged DDs, but not many.

                  DeepO

                  Comment


                  • #10
                    I think we should scout for the BB's with the 1/4 DD. It can't protect the stack anyways. 88668. That Lego sunk our Sub with a Battleship makes me think it would be best to try the diversion with the 1/4 DD and 2/4 DD. They've given up (meaningful) range for a kill, maybe they will do it again. Take the 2/4 DD and move it N or NW of the BB stack, bombarding if possible. Keep it so that if they sink the 2/4 DD they will see the 1/4 DD. The 4/4 DD by Blizzard can't make it to the Transports this turn anyways, so I think we should move it 336 (it could then move to the Transport hub at Hurricane 66666 next turn if it survives), where it would be spotted if the BB's kill the 1/4 DD. Then lets hope they follow the crumbs in a kill frenzy.

                    The 1/4 Sub should move 147 and hope to spot Lego's Sub. This will leave it at E. If the Sub is spotted, leave our Sub for the moment to spot it. Move a DD in the S fleet 66663 toclear for Subs, then the S Carrier 666(3) and bombard Lego's Sub with the Fighter. Then move a N fleet (at 3 of the main fleet) DD 63 to clear a path for the N Carrier to move 6363 and bombard with the Fighter.

                    - If the Sub is 4 or 41 from it's kill, we should sink it with the DD that just cleared for the N Carrier. If not, move this DD to E.

                    - If it's 22 or 21 (if we don't see it anywhere else it's here) sink it with the 2/4 Sub.

                    - Otherwise I think we should just leave it alone. The 2/4 DD is worth more as a distraction.

                    ------------

                    I don't think we should bombard the BB stack with our Fleet. Hope they go for the diversion and we make it past them without fighting. We'd only hit them for ~3 HP anyways, which isn't much to give up for the chance. I think we should head to E (following the clockwise notation) with the fleet if we sink the S Sub. Probably in any case though.

                    Comment


                    • #11
                      loading, and chaining TRs to N fleet
                      10 M, 1 MI, 1 S, 4 I loaded on transport (would have been 1 M more if Typhooon would have cooperated).

                      N fleet now consists of:
                      - 50 M
                      - 1 MI
                      - 34 T
                      - 1 E
                      - 6 S
                      - 4 I
                      for a total of 12 TR, or 96 places on board.

                      Next turn, 6 M, 2 MI should bring us to our final numbers. Backup still on the side, of course)

                      Moves
                      - Clean pollution

                      - Cyclone 4 irr

                      - Bolderberg 6 mined

                      - Elipolis is on 32 spt, just short of the 34 we need for 3-turn builds. Mine plain for 2 turns, then irr it for one will get us to 100 shields, -1 food.
                      - Eli 9 mined

                      - remaining I distributed over cities.
                      - 15 I upgraded to MI. Distributed 1 over every coastal city, 3 in Elipolis. Further, both WoC and Inchoff get an extra I. Rifles hold the mountains

                      workforce shuffles

                      - Typhoon is not longer able to get 50 spt builds.
                      - grass from Typhoon to Tornado
                      - Tornado takes it instead of coast
                      - Sufa takes coast instead of sea (+1 gpt)

                      - Cyclone got the wrong tiles with building the settler (normal), and is 2 food short. Doesn't matter, making a 1-turn worker pump out of it anyway.
                      - Takes irr grass.
                      - Cyclone takes plains from Bolderberg.
                      - Bolderberg takes grass instead.
                      - grass irr, plains mined.

                      - When pollution is cleared, Hurricane is 2 shields short. Typhoon still has 40 too many...
                      - Typhoon takes sea instead of bonus grass
                      - Cyclone swaps bonus grass with one near Tornado
                      - Tornado takes grass, gets off grass EotS can reach
                      - EotS takes grass, instead of river one
                      - Hurricane takes grass instead of coast.



                      Current Builds

                      Eli : bomber in 2.
                      Inchon : Explorer in 1
                      WoC : Marine in 1
                      Inchoff : Tank in 6
                      D-ville : Marine in 2
                      Santa Ana : Marine in 1
                      Blizzard : MI in 3
                      Monsoon : Marine in 2
                      Arashi : Marine in 2
                      WW : M in 1
                      Tempest : Marine in 1
                      SS: settler in 2 (shows 3)
                      Hurricane : Transport in 1
                      OG : MI in 4
                      EotS : Marine in 1
                      Bolderberg : MI in 2
                      Cyclone: worker in 1
                      Tornado : Marine in 2
                      Typhoon : Marine in 1
                      Sufa : Explorer in 20


                      Battlereport


                      Diplo

                      - Lego Mot Transport (and tanks) to be expected in turn 242.

                      - GoW discovered radio last turn

                      Other

                      - neither GoW, Vox nor ND have a CIA

                      - cost of removing the Lego spy (does anybody even consider them not having planted a spy with us?) = 310 gold (safely).
                      - cost of investigating Sando = 114 gold.
                      - cost of investigating Quanto = 219 gold.
                      (we currently have 21 gold in treasury)

                      Diplo Bug with GoW. - rubber to become a problem on D-day

                      Battle Report and movement of fleet still to be done. The rest is ready

                      DeepO

                      Comment


                      • #12
                        It might be worth using the 1/4 Sub to try to sink the 3/4 Lego Sub if it's 2 or 23 of the kill zone and we get it to 2/4 (41%) or 1/4 (64%) with Fighter bombardment. That would leave the only places it could be without our being able to hit it at 1 or 11 of the kill zone.

                        Comment


                        • #13
                          Originally posted by Aeson
                          I think we should scout for the BB's with the 1/4 DD. It can't protect the stack anyways. 88668. That Lego sunk our Sub with a Battleship makes me think it would be best to try the diversion with the 1/4 DD and 2/4 DD. They've given up (meaningful) range for a kill, maybe they will do it again. Take the 2/4 DD and move it N or NW of the BB stack, bombarding if possible. Keep it so that if they sink the 2/4 DD they will see the 1/4 DD. The 4/4 DD by Blizzard can't make it to the Transports this turn anyways, so I think we should move it 336 (it could then move to the Transport hub at Hurricane 66666 next turn if it survives), where it would be spotted if the BB's kill the 1/4 DD. Then lets hope they follow the crumbs in a kill frenzy.
                          Makes perfect sense. One minor problem is that, as the BLizzard by DD can't reach the hub this turn, it will reach it next turn at best. But at that moment, the DD we just built in Blizzard also arrives there (but can have scouted for subs on the way there). It leaves our Transports unprotected for one turn, if we don't want to take ships from our convoy.
                          OTOH, we only need one of those 2 TR to survive next turn, to get a successful chain.

                          The 1/4 Sub should move 147 and hope to spot Lego's Sub. This will leave it at E. If the Sub is spotted, leave our Sub for the moment to spot it. Move a DD in the S fleet 66663 toclear for Subs, then the S Carrier 666(3) and bombard Lego's Sub with the Fighter. Then move a N fleet (at 3 of the main fleet) DD 63 to clear a path for the N Carrier to move 6363 and bombard with the Fighter.
                          Nice plan. I'll start on this right now, and let you know the results



                          I don't think we should bombard the BB stack with our Fleet. Hope they go for the diversion and we make it past them without fighting. We'd only hit them for ~3 HP anyways, which isn't much to give up for the chance. I think we should head to E (following the clockwise notation) with the fleet if we sink the S Sub. Probably in any case though.
                          At first, we set out to let it look like we were going for Sharpehaven, by being as North as possible. But I agree it is better to run, if we have half a chance. Position e it will be

                          DeepO

                          Comment


                          • #14
                            Edit: hope this makes it in time, otherwise we should still be able to sink the Lego Sub.

                            Actually, lets use the 1/4 Sub to move 11 and definitely spot the Sub (stop if we spot the Sub after moving 1). Bombard with Fighters. Then sink the Sub.

                            (The Sub most likely is 44 of the kill zone.)

                            Comment


                            • #15
                              Euh, what DD are you talking about when you say 2/4 DD? There are 2 of those: 1 at position g, the other one 63 of our N carrier. That last one can reach the sub as well as provide some distraction to the BS (it will be worth an empty TR though)

                              DeepO

                              Comment

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