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Turn 245: 1275 AD

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  • If we want to use the 1/4 DD to scout for subs, it has to move 8666. That will end its turn in the middle of the ocean. There is little that can be done about this, even using a full mp DD doesn't help.

    So, for the chaining, I propose the following:
    1. move a 3 mp, 4/4 TR from NI 12 into NI. load 8 inf.
    2. move a TR from NI 88 2.
    3. move the loaded TR 8.
    4. chain.
    5. use the 4 mp 1/4 DD to move 8666
    6. use the 2/4 DD to move 88877
    7. use the TR at hub 3 to move 8
    8. use the TR to move to same position (will be new Hub 3 from now on)
    9. chain
    10. move 8877 to Hub 2.
    11. move 1/5 DD from previous hub 3 to NI (can either be used as scout next turn, or left to heal)


    So far, no problems. But than... either we take the risk, and move the DD on Hub 2 22222 to get near the 3 transports, or we don't take risk, and send it to Hub 1. In turn, the DD on Hub 1 can then go to Hurricane.

    I don't know. We won't be able to reach the transports this turn, nor the next. I think it might be better to wait until we've got enough ships to deal with them. However, there is a problem: if we don't move the DD from Hub 2 to the S, we can't scout, and so we don't know where they are either.

    For the moment, I consider 8 sure infs more important than knowing where those last ships are next turn.

    DeepO

    Comment


    • Originally posted by Krill
      Well, technically it should be Aeqatoris, but it is easier to read as it is now...
      Name changed again... and don't worry, It will get read as AA

      DeepO

      Comment


      • What is the concern about the arts and GoW? Not stacking them does not do much does it? They have free use of the rails, so they can use a 2 mover or a 3 mover and capture and send them anywhere?

        So all we accomplish is to need extra units to cover for barbs. Well that can be minimized.

        Comment


        • pic for GoW (before we show too much)



          DeepO

          Comment


          • Originally posted by vmxa1
            What is the concern about the arts and GoW? Not stacking them does not do much does it? They have free use of the rails, so they can use a 2 mover or a 3 mover and capture and send them anywhere?
            By spreading the arts, we require them to spend more units on the capture. 8 arts with 1 inf defending only needs 1 tank for a big bonus. 8 arts and 8 infs need at least 8 tanks.

            DeepO

            Comment


            • I don't think they will backstab us now, though. They payed us for computers, without receiving it... we will be save for at least 1 more turn, quite possibly more.

              DeepO

              Comment


              • Deepo when you send out the save can you send it me? I just want to see what the picture is after all the action.

                vmxa AT sbcglobal DOT NET

                No need to respond, just either send it or not either way is up to you.

                Comment


                • vmxa, that won't do any good... the save is set up for ND. Or you would have to have their password, of course

                  DeepO

                  Comment


                  • okay, I'll take a small break, will be back in half an hour or so. At that time, I'll finish the save. If there is anything else anybody sees, let me know asap, please.

                    I'm thinking on chaining 8 inf to Stormia, scouting all the way, moving the DD near Blizzard S, moving the DD on Hub 2 to Hub 1 (one on Hub 1 to Hurricane), change Hurricane to a DD, set Eli to a civil defense, change WoC to 1-turn DD, and short rush 2 knights in Tornado and Typhoon to get 2 DDs next turn.
                    Further, Panama fortress gets ~6 defenders (tanks also possible), and 1 on 2 of the fort. All arties get an inf to accompagny them. the radar tower near NI gets protected by MI, as will the road with the 4 workers. Abilene gets a 1/4 TR scrapped for a settler. if there are TRs that can't get to NI, they go to Abilen, all the rest goes to NI, including all marines (if possible, of course) and the 3/4 CV.
                    Fighter on 4/4 CV gets rebased to Eli.
                    Stormia upgrades whatever defenders it can.
                    airport changed, as mentioned somewhere above.
                    wf tweaked where possible... and that's about it.

                    So any comments: shoot!

                    DeepO

                    Comment


                    • Originally posted by DeepO
                      vmxa, that won't do any good... the save is set up for ND. Or you would have to have their password, of course

                      DeepO
                      Ah, got it. Well at least the turn was done it one thread this time.

                      Comment


                      • Posting statistics for the past three turns:

                        Turn Thread for 1275AD

                        DeepO 203
                        Aeson 77
                        vmxa1 47
                        Cort Haus 24
                        asleepathewheel 16
                        Krill 7
                        Shiber 3
                        Theseus 3
                        alva 2
                        zeit 1
                        Arrian 1
                        Trip 1
                        notyoueither 1

                        Total posts = 386


                        Turn thread(s) for 1270AD

                        DeepO 467
                        Cort Haus 135
                        Aeson 101
                        vmxa1 77
                        alva 37
                        Trip 30
                        Krill 27
                        vulture 23
                        notyoueither 15
                        asleepathewheel 11
                        Theseus 8
                        Arrian 8
                        Velociryx 4
                        OPD 3
                        Dominae 2
                        Shiber 2
                        Sir Ralph 1
                        zeit 1

                        Total posts = 951


                        Turn thread for 1265AD

                        DeepO 152
                        Aeson 64
                        Theseus 55
                        vmxa1 31
                        Cort Haus 17
                        OPD 9
                        Trip 8
                        vulture 7
                        Kril 4
                        Shiber 3
                        notyoueither 3
                        asleepathewheel 2
                        Arrian 2
                        alva 1

                        Total posts = 358

                        Total amount of posts during the war on land = 1,695 (of which DeepO has 822 post, 48.50% (to 3 dp))




                        Yah, i'm glad we got the turn done in one thread this time





                        Edit: DeepO, you have a hell of a lot of respect from me for for tenacity, and skill at this game.
                        Last edited by Krill; December 28, 2004, 19:03.
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

                        Comment


                        • Trip has gone on vacation for a bit or we might have made it to a second thread again...

                          Comment


                          • movement continued
                            - Move 1 3 mp TR back to NI.
                            - move 8 inf from NI 9 to NI and load them into TR
                            - move 1 TR from NI 88 to NI 8 (no sub. In hindsight there couldn't have been, as there used to be one of our TRs on this tile)
                            - move loaded TR 8, and chain
                            - move 4 mp 1/4 DD 8666. no sub.
                            - move loaded TR 444 (nearly moved too far)
                            - move 2/4 DD 88877. No sub.
                            - move TR at old Hub 3 8
                            - move loaded TR 4 and chain.
                            - move loaded TR 8877 and chain.
                            - move 1/5 DD at old Hub 3 6666 into NI. No sub.
                            - move DD at Hub 2 77744. No sub.
                            - move loaded TR 77744 and chain.
                            - (fighter rebased to Elipolis, as it was awaken together with the other transportees)
                            - move DD at Hub 1 44442. no sub. Did not enter Hurricane, as this way it should be 2 tiles closer to the South. New DD in Hurricane can scout for subs next turn.
                            - move loaded TR 44444 into Hurricane. Unload.

                            - 8 infs divided over Eastern cities (one each from Eli down), and upgraded.
                            320 gold spent.

                            - TR at NI 88 moves 24444 to new Hub 3.

                            Chaining done.

                            DeepO

                            Comment


                            • 822 posts and counting... I've got to say, most of them were necessary. However, I'm glad this stage is over for now.

                              DeepO

                              Comment


                              • movement continued
                                - 3/4 CV returns to NI
                                - 3 mp TR returns to NI
                                - 2 mp 1/4 TR moves into Abilene.
                                - Abilene set to settler
                                - TR disbanded.
                                - 5 shields rushed (20 g spent)
                                - set all citizens to taxmen while I was there.
                                - 1 mp 1/4 TR moves into Abilene.
                                - 3 last ships move into NI as well, and fort if possible.
                                - Inchoff sub moves 663. no sub spotted.
                                - DD inbetween Blizzard and Hurricane moves 22222. I poundered for a moment to let it go 22224 to get on top of the other one, but there won't be any DDs in the neighbourhood anyway, and subs are better to provoke into an attack. 2 tiles won on our race to the South can be more important.
                                Same reasoning for letting it set on top of the Inchoff sub.

                                - 2 galleys awoken, and get back to sleep again, just to make sure they were sleeping, and not fortified (it was half a year or so since I did that, so maybe best to redo it just to make sure).

                                That concludes the naval part.

                                DeepO

                                Comment

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