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Turn 241: 1255 AD

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  • #61
    okay, shower time

    DeepO

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    • #62
      Dang. They'll have something to cheer about, but with the BB's being out of range (1 of E) I think we clearly came out better than we could have hoped for this turn.

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      • #63
        Originally posted by DeepO
        if we send the Blizzard DD to the BBs, it will only be as a diversion, not to spot the BBs. If we send it North enough, all BBs attacking it, can't reach the T-1 spot anymore in time... it's more effective as an extra defender on our fleet.

        However, Lego might have other ships around, I strongly suspect that DD they previously had to scout is in that neighbourhood. In which case it might not help as a diversion at all, and just be easy prey
        They'll also have the Sub which spotted our Sub. It could be 47 of the kill zone if it was one of those produced last turn.

        How about 66622? Will keep it out of possible range of that Sub, and gives us a chance to spot the BB's in the unlikely event that they moved them 44 of the kill zone.

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        • #64
          Indeed.

          I'll move the N fleet

          Do we keep the N carrier escort, or move him on top of the N fleet? The Lego sub can't reach him, I would leave him exposed to draw fire from our TR

          DeepO

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          • #65
            It makes a lot of sense to assume the sub spotting ours was new-produced: From Sharpehaven, it can't be not noticed if a sub leaves that city.

            and 66622 is fine, it would still be in range for chainer escort next turn

            DeepO

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            • #66
              fleet moved,

              New Blizzard DD moved (to Hurricane 99),

              Northern DD moved (22222)

              DD near Blizzard moved 66622. Spotted nothing.

              DD on top of N carrier moved towards N fleet. Carrier has only one real use now: decoy. No need for protection when we can use it elsewhere

              4/4 DD which couldn't reach meeting point moved to protect chain hub

              2/4 DD moved to fleet

              screenshots taken.

              turn saved.

              Sorry guys, I've got to run. I'll get to battle reports and screenshot updates tomorrow. Or if someone wants to do the honors and derive the BRs from this debate, be my guest

              DeepO

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              • #67
                I haven't been following the plans for D-Day very closely.
                If Lego doesn't land us any surprises this turn, how many marines can we expect to deliver the next turn and to which cities?
                What other forces will be available to guard conquered cities, if any fall to our hands?
                "Close your eyes, for your eyes will only tell the truth,
                And the truth isn't what you want to see,
                Close your eyes, and let music set you free..."
                - Phantom of the Opera

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                • #68
                  Originally posted by Shiber
                  If Lego doesn't land us any surprises this turn, how many marines can we expect to deliver the next turn and to which cities?
                  We won't be landing until the turn after next. We'll have 50 M for sure (unless we have Transports sunk of course), 6 M more most likely, and possibly up to 8 M more.

                  Those will be able to hit Quanto, Sand, or Fork. We'll have two other transport groups that can hit Quanto, Abilene, or Tipperary.

                  What other forces will be available to guard conquered cities, if any fall to our hands?
                  From DeepO's post earlier in the thread:

                  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.
                  We may also have a chain in place for D-Day that can bring across 8 more units, but requires us to do some shuffling and land a couple of units that won't be able to move.

                  We'll have 3 MI (possibly as many as 11) and 4 I (we'd likely lose one in the shuffling). Then our Tanks and whatever isn't used already on the Marine side.

                  Then on the turn after D-Day, if we're still holding a coastal city we can deliver the S fleet.

                  South fleet:
                  - 36 tanks
                  - 4 settlers
                  - 4 workers
                  - 2 explorer
                  - 18 inf
                  So the turn after D-Day we should have landed or used:

                  - 50 M
                  - 4 MI
                  - 70 T
                  - 3 E
                  - 10 S
                  - 22 I
                  - 4 W

                  With another possible 16 units that could be chained across. 8 on D-Day if the chain survives that long. Then 8 more the turn after, if we build a Transport in Hurricane and the chain is still intact.

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                  • #69
                    Beautiful!
                    Thanks.
                    "Close your eyes, for your eyes will only tell the truth,
                    And the truth isn't what you want to see,
                    Close your eyes, and let music set you free..."
                    - Phantom of the Opera

                    Comment


                    • #70
                      Good work on the turn, generals - I just got in after visiting the folks.

                      I'm a bit worried that Lego will focus on a naval defense but when we see their builds next turn it'll be clearer.

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                      • #71
                        Battle Report (sorry it took a while)
                        fighter bombards sub U-Q1 (3/4). hit. sub 2/4
                        2/4 DD attacks sub U-Q1 (2/4). 2/4 DD sinks. Sub 2/4.
                        1/4 Sub attacks sub U-Q1 (2/4). 1/4 Sub sinks. Lego sub promotes, 3/5.

                        Total: 1 bombardment, and 2 battles. We lost a DD and a Sub.

                        Tomorrow, I'll work on an updated screenshot with all the information of this turn. Today, I've got too much of a hangover to concentrate on computer things

                        DeepO

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                        • #72
                          This should complete the report on last turn: all our moves.


                          - The darkest red are the killing zones of last turn.
                          - Transparant red are the possible places where the attackers can be
                          - In black, there are 2 identified Lego Subs. One of those we tried to sink, the other we couldn't reach
                          - White arrows give all our moves (one exception: when moving the escorts of the N fleet, I spread out to have more chance of encountering a sub. I didn't draw all the lines because of clutter)
                          - White transparant squares are the tiles in which we can land our fleet in the different turns (we settled on '1 of e' for the N fleet, and the section of S and Deep S fleet).

                          If anyone wants to have the final screenshot as well, just let me know.

                          DeepO

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                          • #73
                            One thing I forgot to mention: the DD protecting the chaining hub, and a DD on the N fleet are forted. We should see a bit more next turn as a result of this.

                            DeepO

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                            • #74
                              If we can end the N fleet next turn on the most Northern T-1 tile, it would be best. This would make it possible to chain extra M to our fleet without having to disband any of the previous ones, or land units on land without movement points left. The 2 other chaining hubs have to survive for this, of course.

                              DeepO

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                              • #75
                                Let's look at our gold reserves. We currently have 20g. Next turn, we'll gain ~320g from our cities, 100g from RP. The turn after, some ~310g from our cities, 100g from RP.

                                In total, this makes 850g before D-day.

                                we've got the following certain expenses:
                                - 310g exposing spy
                                - 114g investigating Sando
                                - 219g investigating Quanto
                                --------------
                                - 643g total
                                + 850g treasury
                                --------
                                + 207g

                                We would want a small reserve for investigating other cities as well... the FP, if it is a big city, will also cost over 200g.
                                Further, SA can always use another shortrush, but it comes at 112g. (twice)
                                And on top of that, we want to upgrade I to MI. Hopefully on D-day itself on Legoland, otherwise certainly at home.

                                I think it's obvious we want more money. We've got one more source: ND. Therefore, I propose to sell them Mot Transp next turn, so we get the money on D-day. It will be one turn earlier, but Lego will most certainly be on a 4-turn pace for tanks, and will get the tech in 242 (so we see them first in turn 243). They won't get a reduction if we are 1 turn early in selling it to ND.

                                Further, seeing we no longer have the monopoly on radio, I think we should sell that asap as well. We can't afford to wait until Lego has it, as otherwise GoW will have sold to ND (if they haven't done so now).

                                DeepO

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