Aeson: the difference between PtW and C3C artillery is quite serious, I think, since only 1/3 of the arty shots hit units in PtW (against cities). So try doing it with 1/3 of the number of arty (and turning lethal bombard off on bombers, as a precaution, but they still only target units 1/3 of the time in cities don't they). The difference is 18-19 hp or so I think, which is huge given how marginal this all is.
Announcement
Collapse
No announcement yet.
Turn 244 : 1270 AD Part II
Collapse
X
-
Originally posted by DeepO
Actually, I've got a small idea on how to divide the land later on: let's give Dye fields to RP, and force them to give one dye to GoW, and to us, or face extinction. That way, neither of us is going to discuss how to keep it in our hands, while not given the other anything...
Rubber is obviously something we want. The rest, I don't care...
DeepO
Comment
-
Originally posted by Aeson
That's why I'm only using 16 bombardments total instead of the 26 Artillery + X Bombers.
It's probably in the right ballpark, but why not just stick in 20 bombers, and stick with 9 arty? Or is it ust too much hassle to change it now you'reve got a scenario up and running?
Comment
-
defensive bombardment: I made a mistake earlier. Lego has either 29, or 13 arts... I somewhere said 27 or 11, but GoW is supposed to have 27 arts (even if I only counted 26, but it's easy to make a mistake in such a stack)
relocating RP might be worth it, however I'm not sure GoW is going to like that. If we do it, it has to come from 'our' part.
Legopolis: there is no way GoW can keep it! But they should realize this too: even with reinforcements, they don't have a good chance holding onto it. And we gave it to them for one purpose only: let them pass, and attack the rest of the cities.
But I'll try to make it clear to them later on.
DeepO
Comment
-
Originally posted by Cort Haus
Nice idea on the Pink Stuff. As for the rest - I think we care about the Aluminium and Uranium.
DeepO
Comment
-
It's because I don't have PtW original installed, and there is no PtW editor with C3C's PtW.
I'm generally getting around the 17 HP that DeepO mentioned. The Artillery are basically the same as the Bombers because of the ROF difference.
Another run through, this time everything seemed to work out well. Got through all but one of the 3 HP Infantry, with 1 of the Infantry bombarded down to 1 HP. Lego only got a couple promotions total.
4 Tanks with 2 movement
10 Infantry
3 3/3 Marines
Comment
-
No failures in something like 8 tries is, while not conclusive, good enough to suggest that GoW are decent favourites to take the city, particularly since you're getting through with more than just 2 or 3 units left over.
Which either goes toshow that the combat calculator is bug ridden, or that picking the order of attacks really can make a huge difference to the odds, compared to the simple algorithm I use to pick the next attacks (basically attack strength times hp, much the the chosing a defender algorithm).
Comment
-
Originally posted by Cort Haus
We have Coal, Oil, as much Iron as we can eat!
But the 2 most important ones in the past 1000 years, meaning rubber and saltpeter, we had none. And our terrain favoured it... if we don't secure our rubber source, we're going to get stuck with riflemen for the rest of this game. I can assure you, that rest won't take long.
DeepO
Comment
-
vulture, I think it's the last one that does it. Picking what unit to use next, gives the best results... and there is a difference here, in that we want to maximize chance of success, not the number or quality of survivors. In another game, you would try to get the tanks to blitz, in order for them to promote, for instance.
DeepO
Comment
-
I think it's because of choosing the proper attacker vulture. I don't know how your combat calculator figures the attack will go, but there are definitely good times to attack with certain units and bad times.
Losing 1 HP on a Tank to defensive bombardment for instance is basically losing 1 kill, sometimes 2. Whereas losing 1 HP on an Infantry to defensive bombardment is often not going to make any difference because the 2/2 Infantry don't do much damage.
Then the promotions are also very important. If Lego gets most of their units to Elite because damaged Infantry are attacking when they shouldn't be, then things become much more difficult. If the damaged Infantry are restricted to only attacking Tanks which haven't already been attacked or Elites which can't promote, it can avoid up to 20 HP of Lego units.
Comment
Comment