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Turn 244: 1270 AD

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  • DeepO

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    • Yes very lovely. To think that a few of those cities could have been saved, if they had put one infantry unit in them. In fact probably just two or three cities would have been enough to slow us down and save a lot of damage.

      I would have argued for just a few less in Abilene to use on those cities.

      I think they would have been better of if they had tempted us to attack a strongly defended city. If we had and had lost most of our marines, we would be hard pressed to do much more at that time.

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      • a minimum of 1 inf per city seems reasonable. However, it has to be said, if we wouldn't have gotten through to Quanto, we would be seriously hampered... it was risky, but without taking risks you don't win this game.

        DeepO

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        • from MZ, on hearing the news ...



          Wow, that's great news, Lego is pretty much out of it by now even if they end up "winning". I really hope we have enough troops to take Stanwix, that would make the victory just so much sweeter. Good luck with any further attacks and send a pic if you can

          Also, what are GS's plans for the end of turn? I.e, where are you going to "fort" for a Lego counterattack? Because I figure that if perchance we CAN'T take Stanwix (say if Lego's attacks were really lucky and our bombardment sucked) then we can still hole up where we are since Lego will be forced to counterattack you or leave you to another turn of rampaging. Then, we strike. But hey, if perchance you could reach Stanwix from the southwest just five less infantry would probably give us 100% chance of crashing through (damn I wish I'd knew what our losses were...). That's just a consideration in case you have settlers and tanks to spare.

          * Master Zen braces himself for the blood

          Regardless, I am going to have quite a reassuring sleep tonight.

          -MZ

          Last edited by Cort Haus; December 9, 2004, 19:48.

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          • Movement continued
            - all units moved from Farmer 8 to Red Bricks 8
            - Red Bricks abandoned (resistance ends)
            - New city built, named "Red Bricks 8"

            - tank captures Legopolis.
            - fighter destroyed
            - Smith's controled
            - 47 g liberated, 15 resisters.
            - market sold for 12 g
            - Hydro plant sold for 30 g
            - airport sold for 30 g

            current treasury: 1157 g

            DeepO

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            • I think its time to leave my lurker's cocoon, and just come out and say it: Great work everyone, and most especially- DeepO

              Gone are the days of DeepO the cautious diplomat, all hail the new vanquuisher, destroyer of cities, burner of homes, little plastic-men squasher and whatnot...

              This work of destruction is a sight to behold, but also stings the heart.

              Nevertheless, it amazing seeing it coming true, looking back at those days after the bobian-RP fiasco, of planning how to claw back to world supremecy, being thrown down the stairs by the 'big boys' (remember that chat in which GOW-at-ND systematically denied our requests for share in the spoils of the war to come?). We were left to rot on our island, but it seems we are coming back.

              Let the downfall of Lego be the jumping board to our rise, and this time for complete and total victory.

              Undoubtly by throwing Lego out of the race we create a new balance of power, and so I think we should plan ahead, for the upcoming challenge (turtling, right?) not just in building our defense In-Game, but also in the diplomatic front, that should not be neglected (Just one idea that came to mind- creating a divided 'neutral zone' on Legoland, with all world powers sharing territories).

              But for now, let us continue this marvelous work of destruction. and rejoice in our (not so) small victory in this battle.
              Save the rainforests!
              Join the us today and say NO to CIV'ers chopping jungles

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              • A question: we've got so far 5 different tiles to capture (8 workers, 1 settler). I propose that we move our 4 remaining marines for this, and our MI (should end at Fort Satnwix 4, to protect whatever is left of our tanks.) Not all of these workers can be saved under a tank, some will have to remain under the marine that captured them.

                Question #2: I hadn't thought about this, but we're talking about giving cities to GoW. No problem... however many of those cities have tanks in them. Units in gifted cities --> they get transported off to EotS. We don't want to be accused of exploitation, but we can't help this. I propose that we identify those cities GoW doesn't have to receive from us, and abandon them ourselves. That will leave our tanks in the open, but that's a lot better then teleportation.

                The few cities we can't abandon: well, I'm sorry, but those tanks are going to be teleported. We could promise to not use them for 3 turns, or something close. It won't make a difference anymore.

                DeepO

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                • Hi Zeit! It's been a while since you last let your voice be heard Good to see you're still following this.

                  You're right we need more diplomatic effort here, but I'm very pleased CH is doing such a great job with GoW. If at any time you'd want to join in, and help weith the others, your seat is still here, ready to be taken again.

                  DeepO

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                  • MZ: he'll get a report, but let's first end this turn. All this RNG stuff has left me scared, I want to have the turn saved asap.

                    I'm going to attack Fort Stanwix with our tanks now. I'll leave an MI, and a tank in case we want something else with tose workers.

                    DeepO

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                    • Congrats and all, don't mean to ruin the mood, but this is a very sad turn.

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                      • Originally posted by Trip
                        Congrats and all, don't mean to ruin the mood, but this is a very sad turn.
                        well... in any game there are losers. We are still at the brink of losing. But you should know that after all this time, after all this energy, this is still a victory to cherish. Too bad about the Legonians, I know.

                        DeepO

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                        • Trip, I agree. I have not been here since the start, and I can still feel a small amount of pain.
                          You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                          • We could even disband the teleported Tank(s). I think we only need to give GoW Legopolis and Oasis 8. That would teleport 1 Tank only.

                            It's probable that we could also abandon Legopolis, but I'm not sure if that will maintain a cultural corridor. What is the cultural requirement for the 3rd border expansion? 10000c?

                            I agree with the Marines capturing the Workers/Settlers. If Lego counter-attacks it may mean Infantry outside of cities, which helps us. If not, we'll have Workers.

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                            • Originally posted by DeepO
                              well... in any game there are losers. We are still at the brink of losing. But you should know that after all this time, after all this energy, this is still a victory to cherish. Too bad about the Legonians, I know.
                              Yes, the team with the fewest mistakes won this war... no denying that. Seeing the moves pulled here was amazing... I thought Lego had you guys for sure. No offense, of course.












                              Just have to hope the turn doesn't crash now.

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                              • Nearly at the 500 mark - time to move to the new thread:

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