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Turn 244: 1270 AD

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  • Originally posted by DeepO
    Hmmm... it doesn't matter, we might even be better of at Quanto 6. We can reach Sando from Nou* as well. And from Quanto 6, we have a better shot at Pink, if that one is near.
    I like Q6 too.

    We need to get Lego's map and decide exactly what to bring in the other Transports first.

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

    Just as a precaution. When abandoning a city in PtW I don't know if the Roads and Rails on the city tile survive. In C3C they don't. (Though they may if the roads and Rail were there before the city was founded?) So we need to make sure that before abandoning Quanto we have moved all our units to the new city site.

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    • Aeson, any reason to use that eplorer before capturing the 3 cties?

      I've been thinking on something in the mean time:
      we can still put 24 more units into Quanto, before we have to raze it, If we go for only fastmovers, they can reach NI again in case we don't need them. So basically, the only decision we have to make is if we divert one of those transports out into the open sea as a backup hub, or if we put all units into Quanto.

      we're going to need 3 tanks, to capture the 3 cities we see. but MI do this job just as well. Further, if we want to reach fort Stanwix, we can't defend anything we capture. We don't really need the full 24 tanks either, 16 would also be nice, and guarantee GoW's success.

      I'm inclined to say we put one transport out into the open, and use e.g. 3 MI + 13 Tanks on the other two, able to reach Quanto. Then capture the 3 cities, and use our explorers one step at the time, not losing any movement on them. If we play it right, that 5/6 explorer should be able to reach Stanwix.

      DeepO

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      • The roads do survive a disband in PTW. In the DG2 Team Monkey have had to leave a unit behind to pillage the road as part of their scorched-earth policy. It might even leave rails behind in PTW ISTR.

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        • Originally posted by Aeson
          Just as a precaution. When abandoning a city in PtW I don't know if the Roads and Rails on the city tile survive. In C3C they don't. (Though they may if the roads and Rail were there before the city was founded?) So we need to make sure that before abandoning Quanto we have moved all our units to the new city site.
          no worries. The RR of tiperrary is still there, and it was razed as well. And this is how I remembered... I haven't seen it any other way (I don't own C3C, so that is easier )

          DeepO

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          • BTW, cost of stealing the map is 314 g right now.

            DeepO

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            • The only reason would be to save more cash when stealing Lego's map. It would probably be more worthwhile to save the Explorer though.

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              • Yeah, we only saved ourselves 24g so far.

                Besides, stealing maps don't always succeed, in case it fails, we would be better off if the explorer is till with us to scout some more.

                DeepO

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                • I agree with your analysis except for the MI. I think we should take all Tanks instead. That is because our MI are still very important at this point. Leaving them exposed alone means we lose them at much less cost to Lego than if we keep them together. I'd rather lose some of our 68 Tanks right now than some of our few MI.


                  At most take 1 4/4 MI that can cover the stack if we happen to not be able to make it to Ft Stanwix and end up putting our excess Tanks/MI into a city instead. We only need the top one to probably discourage Lego from attacking us, as they shouldn't have Spies.

                  16 Tanks should be enough. I think we'll end up spending 6-7 to get to Ft Stanwix if we can get there. I'd feel better with 24 though. It would make it a sure thing if we get there, and give us more protection if we don't.

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                  • okay, is it just me who is in favour of moveing one of our transports out to sea, instead of using it to dump troops in Quanto?

                    As to stealing maps: we can do it right now. The cost is not going to matter, and when we do it doesn't matter for the RNG anyway (at least, we can't predict when it would be kinder to us.

                    So, my proposal: try to steal the map right now. If that changes anything in our situation (e.g. we can't reach Stanwix, or we need the tanks to cut through Dye Fields first) adapt. Otherwise, move one transport out to sea for chaining next turn. In case we don't succeed in stealing, move the transport out too.

                    As to what should be in the transports: I don't think it is realistically to hold onto one city, unless we know we can't reach Stanwix, have a nice target, and can use enough forces to pillage the surrounding tiles before retreating into the city. So, unless we see we can't reach Stnawix, all tanks, minus 3 MI should do it.

                    DeepO

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                    • Can we use a S TR to help keep the chain alive? IIRC there are still 2 empties down there.

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                      • hmm... good point. Those 3 MIs were only there in case we have to protect our stack next turn, but they won't matter. Whatever is put on our transports, is to be considered lost. 1 MI will do.

                        So, try to steal the map first?

                        DeepO

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                        • There are empties (2), but we can't outrun the Abilene blockers, and stay in reach of NI. So that's no good. And we would want to have at least one empty in NI to reach for our last hub.

                          DeepO

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                          • Yes on the Map.

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                            • hold on... we might be able to do it from two sides simultaneously... I'll check

                              DeepO

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                              • No, the empties can't do it. They can't outrun the first 4 ships, or they end up out of reach of hub 2. we could put 2 of them out in the open, and risk that, Lego still needs to spot them first.

                                Erhm... ideas are changing rapidly, here. We could put those 2 empties out of reach of the ships, and also out of reach of hub 2. However, if both of them survive, we can chain from both hub 1 and hub 2! If we still have transports left in NI (which we should, so no scrapping there), we can create a chain who moves in 2 directions, webbed over the whole sea.

                                Subs are naturelly going to be the problem here... but even if we put a NI TR out to sea instead of into Quanto, we should use the 2 empties to try this. It gives us a bit more chance of succeeding next turn.

                                DeepO

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