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Turn 245: 1275 AD

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  • It works best hitting the Barb Warriors first.

    Attack Barb1 with Tank1
    If Tank1 Promoted, attack Lego1 with Tank1
    Else Attack Barb2 with Tank2
    If Tank2 Promoted, attack Lego1 with Tank2
    Else Attack Lego 1 with Tank3
    If Tank3 Promoted, attack Lego2 with Tank3
    Else Attack Lego2 with Tank4
    If Tank4 Promoted, attack Lego3 with Tank4
    Else Attack Lego3 with Tank with highest HP left from Tank 1-4.

    Comment


    • Originally posted by vmxa1
      Not to belabor the point, but I miss how I get three chances. In any run at it, the unit chosen must be promoted on the first battle or it just goes home.

      So we have two more or less free shots, one for each barb. After that you have as many shots as you have enemy units and attackers to hit them.

      Unless you are saying there is a difference in probablities for promotions when going for barbs and non barbs?
      Come to think on this, we have 4 chances of an elite promotion...

      In any of the following, if we get a promotion we attack the 1/4 tank.

      1. we use a tank to attack the 4/4 Lego Tank.
      2. we use a tank to attack one of the barbs. (should we get very lucky and have to elites, we need two Legos left for 2 GL chances)
      3. we attack the 2/4 tanks
      4. we attack the last barb.

      So, 4 chances for promotions, but we need 4 tanks as well.

      DeepO

      Comment


      • I think we can keep Abilene, so we could move any Transports into it for safety. Might as well keep it and siphon off pop with starvation (specialists) and Settler/Worker builds. We'll definitely have enough units in it to prevent a flip... especially since Lego won't have a Palace and I think flips are impossible without a Palace.

        Comment


        • That is what I think I was saying. The only other thing I tossed in was that we could use the arties we have to soften things up for any elite that is attacking, if it has to face any unit with more than 1 HP.

          Once you are down to the last few exposed tanks, you can hit them with arties anyway to soften them for even non elites.


          Edit this was in supppose to be after Aesons post on how to run it.

          Comment


          • hmmm... I don't know if there is much difference between our 2 methods. The only reason for going for the 4/4 first, is that if it fails (there is a good chance on this), we have the best tanks left for the other attacks.

            I don't know... it's getting late, I don't see it so clearly anymore.

            DeepO

            Comment


            • Ah, of course... when keeping Abilene, we've got a safe harbor.

              And no, no chance of flipping without a capital.

              DeepO

              Comment


              • arties would be best used on the infs, though. We can lose tanks on those much more easily than on (damaged) Lego tanks.

                DeepO

                Comment


                • No Harbor in the safe harbor... but hopefully a Barracks!

                  Comment


                  • Originally posted by DeepO
                    hmmm... I don't know if there is much difference between our 2 methods. The only reason for going for the 4/4 first, is that if it fails (there is a good chance on this), we have the best tanks left for the other attacks.

                    I don't know... it's getting late, I don't see it so clearly anymore.

                    DeepO
                    Not to worry it is only an academic exorcise anyway. No matter how you do it we need to get luck to get a leader.

                    Comment


                    • Sometimes this movement AI is just plain old silly. I just moved 3 marines automatically, without paying too much attention where they went. That stupid 1/3 tank took 3 shots on them... one marine is now 2/4, another 3/4.

                      Oh well. Stupid mistake. If it means we'll lose a marine we shouldn't have, I apologize.

                      DeepO

                      Comment


                      • Originally posted by DeepO
                        arties would be best used on the infs, though. We can lose tanks on those much more easily than on (damaged) Lego tanks.

                        DeepO
                        True it is more likely to lose vs forted inf in the city, it comes down to how much value you put on trying to get the leaders. We may not even have to bombard the tanks, but I would if I had an elite to try.

                        It is just one hp from either the infanty or the tank. Of course you could miss in either case.

                        Comment


                        • Just don't use the 2/4 or 3/4s to attack anything other than an Elite.

                          Comment


                          • Originally posted by DeepO
                            Sometimes this movement AI is just plain old silly. I just moved 3 marines automatically, without paying too much attention where they went. That stupid 1/3 tank took 3 shots on them... one marine is now 2/4, another 3/4.

                            Oh well. Stupid mistake. If it means we'll lose a marine we shouldn't have, I apologize.

                            DeepO
                            That will look good on the battle report. A little light hearted humor. I have done the same thing with some half dead calv getting a ZoC shot off when I did not have to pass that close in the first place.

                            Comment


                            • Originally posted by Aeson
                              Just don't use the 2/4 or 3/4s to attack anything other than an Elite.
                              hum... I really should get some sleep first... or at least check here more often.

                              I just used the first one, a 2/4, on a vet ... and of course it should have been saved.

                              Okay, maybe it's time to take a break first. But only 13 more marines remain...

                              DeepO

                              Comment


                              • movement continued
                                3/4 TR moved into NI

                                - 3 marines moved into NI (after the ZoC bombard, see above)
                                - 3/4 marine also moved.
                                - every marine including the wounded loaded into transports.
                                - moved the transports near Abilene.
                                - 2/4 marine attacks inf. Marine dies. inf 3/4.
                                - marine attacks inf. Inf killed. Marine 1/4.
                                - marine attacks inf. Marine dies. Inf 1/4.
                                - marine attacks inf. Marine dies. Inf 2/4.
                                - marine attacks inf. Marine dies. Inf 3/4.
                                - marine attacks inf. Marine dies. Inf 2/4.
                                - marine attacks inf. Marine dies. Inf 1/4.
                                - marine attacks inf. Marine dies. Inf 2/4.
                                - marine attacks inf. Marine dies. Inf 2/4.
                                - 3/4 marine attacks 4/5 inf. Marine dies. Inf 3/5.
                                - 3/4 marine attacks 4/5 inf. Marine dies. Inf 2/5.
                                - marine attacks 4/5 inf. Marine dies. Inf 3/5.

                                Okay. At this point, 3/4 infs start to show. I still have 2 marines left (should have been 2 in case the ZoC mess hadn't occured). I'm saving those for elites later on, and starting on the tanks.

                                DeepO

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