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Turn 242: 1260 AD

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  • #16
    oh, and the fighter can only bomb the stack in case the carrier is left in the open. So I'm not going for that.

    DeepO

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    • #17
      Just ran into a sub... and destroyed it

      To remove any doubts: when a ship enters a square where a sub is situated (but not visible), it attacks without warning. I thought that at that moment you would first see the sub, after which you had the chance of attacking or not.

      For as much as possible, I've been using DDs to clear a path for TR... from now on, this will only be increased. I've used a couple of moves without scouting first (a carrier this turn, and 1 tile for a TR last turn and this), but that's just too dangerous... good thing we've been lucky this far.

      Minor problem: I'm not sure which sub we sank. I think it only had 3 hp left, which would make it U-Q1. But it never was visible... so I can't be sure. Oh well, Lego will correct the battle report in case we're wrong.

      DeepO

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      • #18
        Damn. Made a mistake (moved our empty TRs to the S T-1 spot as well, instead of going to the Deep South spot). I'm reloading... this does not alter any result of a battle or so, I'll do precisely the same as last time. Was nearly finished, though

        DeepO

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        • #19
          To remove any doubts: when a ship enters a square where a sub is situated (but not visible), it attacks without warning. I thought that at that moment you would first see the sub, after which you had the chance of attacking or not.

          Doesn't this have something to do with preference settings?
          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

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          • #20
            I don't know... but just looked at the preferences, and didn't see anything. I don't mind that it auto-attacks, but it's a good thing to know

            DeepO

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            • #21
              Nudge-PM sent to MZ.

              So Lego's Naval decision will be use either their fleet to intercept our supply line, or attack our northern fleet. If they move for the supply-line it either shows they are confident in their land defences, or they just don't fancy their chances of breaking through to the Transports in the main fleet.

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              • #22
                They could still go for the S fleet as well. They can't attack, but can bomb... and you can expect that the 5 defenders will all get a hit. So, every ship that is in reach will be able to take out a transport of ours.

                DeepO

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                • #23
                  loading, and chaining TRs to N fleet
                  5 M, 3 MI chained to N fleet.

                  N fleet now consists of:
                  - 55 M
                  - 4 MI
                  - 34 T
                  - 1 E
                  - 6 S
                  - 4 I
                  for a total of 13 TR, or 104 places on board.

                  Next turn, 6M will complete, which will be our backup forces. We could build 8 (I think), in which case I've got to change that during build phase. But right now, I favour MI more than M, seeing as our rubber is going to deplete next turn.

                  Our N fleet is protected by 7 4/4 DD, and 1 2/4 DD.

                  S fleet:
                  - 36 T
                  - 2 E
                  - 4 S
                  - 18 I
                  - 4 W
                  (8 TR, or 64 places)

                  S escort: 3 4/4 DD, 2 3/4 DD (and carrier)

                  Deep S fleet: 3 empty TR, with 1 3/4 DD.

                  Moves

                  - Clean pollution

                  - irr Cyclone 1

                  - I'm taking a few precautions with our workers: 3 fort on the iron near Hurricane. 1 on the oil. In case we get bombed, we can instantly repair the road... The rest of the workers fort, so that from Hurricane to Eli, no open coastal tile is found. The rest fills the environment near Elipolis.

                  - DD moved from Hurricane 99 towards chain hub 1.

                  - DD near Blizzard moved to Hurricane 69.

                  - forted DD on hub 1 moved to hub 2.

                  - N fleet (escort and TR) moved to T-1 spot. BBs sighted

                  - Deep South DD moved 22. Spots 3/4 Lego DD.

                  - S Carrier moves 3.

                  - figher bombards 3/4 DD. Misses.

                  - S carrier moves 699 to T-1 spot.

                  - DD moves from carrier escort duty, to T-1 spot.

                  - next DD moves as well, encounters sub!
                  - DD wins, 3/4. moves towards T-1

                  - DD which spotted 3/4 DD attacks (I thought about it, we can't miss another escort on our S fleet with the BB within bombardment reach. There are only 3 4/4 DDs, and 2 3/4 DDs as escort, we can't miss another one.)
                  DD wins, 3/4. Moves towards T-1 of Deep South.

                  - transports from South and Deep South fleet go to their T-1 positions

                  - 2 3/4 DD down S move towards Legoland


                  Final movement (can be given to GoW)

                  - MI forted everywhere.

                  - 2 I upgraded to MI, in Hurricane. 80 gold. I want to upgrade more, but we can't risk it in case ND wouldn't pay us next turn (they should).

                  workforce shuffles

                  - WoC gives all tiles to Inchon / Inchoff without running a food deficit. Inchon and off take those instead of sea (or coast).

                  - Huricane takes coast instead of river grass.
                  - EotS takes river grass instead of normal grass
                  - Tornado takes that grass instead of one near Cyclone.
                  - Typhoon takes last grass instead of sea.

                  - Cyclone set to ideal situation.


                  Current Builds

                  Eli : tank in 1. (maybe possible to set to M if more M are needed. bomber also an option.)
                  Inchon : Explorer in 7
                  WoC : MI in 1
                  Inchoff : Tank in 3
                  D-ville : Marine in 1
                  Santa Ana : MI in 2
                  Blizzard : MI in 2
                  Monsoon : Marine in 1
                  Arashi : Marine in 1
                  WW : MI in 5
                  Tempest : Marine in 1
                  SS: settler in 1
                  Hurricane : MI in 2
                  OG : MI in 3
                  EotS : Marine in 1
                  Bolderberg : MI in 1
                  Cyclone: worker in 1
                  Tornado : Marine in 1
                  Typhoon : MI in 3
                  Sufa : Explorer in 19


                  Battlereport
                  - fighter bombards 3/4 DD at Abilene 44111 (sorry, forgot to record its name). Misses.
                  - DD attacks 3/5 sub U-Q1(?). DD 3/4.
                  - DD attacks 3/4 DD at Abilene 44111. DD 3/4.

                  Total: 1 bombardment, 2 attacks. Lego lost a Sub and a DD.

                  Diplo

                  - Sending Mot Transport to ND accepted.

                  - Sending Mot Transport to RP accepted.

                  - Sending computers to GoW unaccepted.

                  Other

                  - neither GoW, Vox nor ND have a CIA. At least, that we can see... do we need a spy to see if they have a CIA, perhaps?

                  - Lego is in mobilization for sure, as their culture graph is stagnating.

                  - 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 374 gold in treasury)

                  Diplo Bug with GoW. - rubber to become a problem next turn.


                  DeepO

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                  • #24
                    Forgot to mention that I renamed Inchon to Velocity...

                    DeepO

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                    • #25
                      This is going to be exciting.

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                      • #26
                        I wonder if Lego finds it exciting as well, now that 24 transports are within invasion range

                        DeepO

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                        • #27


                          FAntastic DeepO

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                          • #28
                            "Knock knock."

                            "Who's there?"

                            "Aria."

                            "Aria who?"

                            "Are ya ready for some company?"



                            Great job, DeepO.
                            The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                            Duas uncias in puncta mortalis est.

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                            • #29
                              Let's just hope we don't open the next save to find Tip, Dye, and Sand disbanded... I think that would be enough for our Marines to be in some serious trouble, and GoW's Marines to be inconsequential (at least in their amphibious capacity).

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                              • #30
                                Thanks

                                I can surely tell you that next turn is going to go a lot slower... it wouldn't surprise me if it takes 2 or 3 days. I'm not a general, so I would welcome all the input this team can provide. Aeson is of course marvellous to have around (as he is not only good in tweaking the small numbers, but has an excellent overview of things), but please, everyone... get ready for some major brainstorming in a couple of days!

                                DeepO

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