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Turn 244: 1270 AD

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  • alva, we're talking about Inchon (or whatever we're going to call our new city). The stack we landed last turn contains a settler, and whatever we do, we're going to build a new city at that spot, even if it is only for (un)loading units without losing movement points.

    DeepO

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    • I think that no matter what kind of plan we'd be going for, we are going to investigate Abilene, right? I could do that right now. Investigating Quanto is only needed if we would go that option...

      DeepO

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      • Originally posted by DeepO
        - 1 settler (one used for fort Stanwix, next to (former?) GoW stack)
        - 17 worker (+3)
        - 3 horsemen
        - 2 explorer (+2 B)
        - 6 Cavalry (-6)
        - 94 infantry (+3)
        - 62 artillery
        - 27 Tanks (+0)
        - 6 ironclad
        - 15 transport
        - 1 carrier
        - 8 subs (-2)
        - 8 DD (-1)
        - 9 BB
        - 2 fighter (+2 B)
        - 3 bomber
        - 1 army (!)
        Fort Stanwix must be where they left all their Blitzing Tanks that survived. They wouldn't have built it if GoW's stack was gone, no point.

        That's very interesting though. Abilene has to be defended. Fort Stanwix defended. Dye Fields defended. Jackson defended. 94 Infantry to go around, probably the 27 Tanks and some Infantry... maybe the bulk of the Artillery in Fort Stanwix. So ~30 Infantry average in Abilene, Dye, and Jackson against Tanks. If they do that, GoW almost surely can take Fort Stanwix... which is still connected by roads right!?!?! How many Settlers does GoW have?

        We can break through 30 Infantry in Abilene if we get our Marines a path there. There is a chink somewhere, even with Quanto empty!

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        • Getting to Quanto, and holding onto that city for one turn would be a major achievement though. It's just that we need a decent chance to hold on. Lego can reach us with > 40 tanks, after shelling us with 62 arts and a couple of bombers. Just putting e.g. 16 MI in that city is not going to be enough.

          DeepO

          Comment


          • Originally posted by DeepO

            the problem is that 11 transports might get us there, but we wouldn't have any units left to defend the city. We can't use the transport twice, so only what is left of our transports can bring in defenders.

            DeepO
            Well we'd be doing it if it were empty, so really we'd only need 1 Marine to do enough damage to make it worthwhile to have broken through.

            I think there's probably a better use for our Artillery though. I think we need to investigate Abilene. Then maybe move one of our N Marines to check out Quanto.

            Comment


            • Originally posted by DeepO
              alva, we're talking about Inchon (or whatever we're going to call our new city). The stack we landed last turn contains a settler, and whatever we do, we're going to build a new city at that spot, even if it is only for (un)loading units without losing movement points.

              DeepO
              Yeah, I get that. I just forgot arty has a two bombard range.
              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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              • Originally posted by Aeson
                Fort Stanwix must be where they left all their Blitzing Tanks that survived. They wouldn't have built it if GoW's stack was gone, no point.
                GoW's stack couldn't be gone, there simply were too many units (40 inf, 40 T, 40 M?)

                here's a pic:



                The only difference I also see, is that another tile has been pillaged at Dye Fields 23.

                How many Settlers does GoW have?

                I'm not sure... only a couple. Reinforcements were on the way, I thought, maybe they've got a chain present. We should ask...

                We can break through 30 Infantry in Abilene if we get our Marines a path there. There is a chink somewhere, even with Quanto empty!
                Yes, it's not perfect this time, like it was last. But Lego is still playing extremely well, we are not getting any breaks here...

                DeepO

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                • Yeah, that's what I said above (somewhere). We are always going to need to investigate Abilene, to see what's in that city.

                  Quanto: if we do not load our marines again, they would be best spread out, after a couple of them pillage some roads. Or, move all of them next to Quanto. 8 marines means a diversion for 4 tanks, which they simply can't risk... or they lose a city.

                  I'm investigating Abilene right now.

                  DeepO

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                  • Cost of investigating Abilene: 209 gold.



                    troops:
                    - 1 army of 3 infs
                    - 50 infs
                    - 3 cavs
                    - 8 art
                    - 2 bombers.

                    DeepO

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                    • So, basically, half Lego's forces are in that city. Size 14 metropolis, I doubt that even with bombardment we've got a decent chance of taking it.

                      DeepO

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                      • GoW is before Vox in turn order, right? It could otherwise be a ruse, where Vox gets the fort city or one of the other two before GoW, and razes it.

                        DeepO

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                        • BTW, here's GoW's report from last turn:


                          DeepO

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                          • Could be a ruse. It will cost them a city, and GoW may very well be able to roll next turn.

                            We don't have much chance against 50 Inf. Our Marines get through 10-11 Inf (or a like number of HPs). Our 68 Tanks get through 30-32. 40 is low single digit odds. So Abilene is out.

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                            • If Gow has any cav left (and we can ask them to change their build queue without any 'exploiting' problems), they can chain these over instead of the tanks, and take Legopolis if it's undefended, or only lightly defended. I simply don't see GoW's forces utterly destroyed, they simply must have that settler left.

                              DeepO

                              Comment


                              • Wow... there is a problem on GoW's side as well. As long as that fort exists, GoW can't build a city! So, their 36 tanks, plus possible 8 chainers can't be used to take Stanwix.

                                Very clever strategic use of a city!

                                DeepO

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