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We could use the 1/4 DD to bombard the 2/5 BB, then use it to clear a path to Hub2 (4888). The Hub2 CV then movves 2222 and we use that Fighter to Recon?
I think in any case we want to sink the BB and DD, but if there are exposed Transports heading our way they might be better targets for at least 1 of our 2/4 DDs. While Lego can't really hurt us if they land, we would lose workable tiles and quite a few units getting through those 24(?) Infantry.
Originally posted by Aeson
If they moved S we can't catch them anyways.
Not now at least. Next turn we could.
We could use the 1/4 DD to bombard the 2/5 BB, then use it to clear a path to Hub2 (4888). The Hub2 CV then movves 2222 and we use that Fighter to Recon?
If we bombard the 2/5 BB with the 1/4 DD, we could move it 21 and back again to hub 2. That should spot all the tiles we are most interested in.
I think in any case we want to sink the BB and DD, but if there are exposed Transports heading our way they might be better targets for at least 1 of our 2/4 DDs. While Lego can't really hurt us if they land, we would lose workable tiles and quite a few units getting through those 24(?) Infantry.
Agree. Only unprotected targets are worth it.
Amend that proposal of me to move the 1/4 DD 12, spot if the transports are there, attack if they are, return if not, and use the bombard on the 2/4 BB.
And a maximum of 22 inf, I think. 24 seats, 1 tank, 1 settler. we miss 20 infs in Abilene compared to last turn, but there might be some drafting involved. Otherwise, they simply took 2 arties.
Actually, one last thing before getting some food: we could also use the 1/4 DD to scout first, and attack the 2/5 BB next. That would probably be the best... bombardment doesn't help a lot. And as it is already elite, it won't promote anyway.
1. move 1/4 DD 12.
2a. If it spots the transports, we discuss further, but most likely this means we will hit them with whatever we'll have on hand. They won't be undefended, though, there are 3 DDs covering (or at least there should be)
2b. in case it doesn't spot anything, return to original position (98), and attack the 2/5 BB.
3. if the elite is still on top, use the 1/5 DD to attack. Otherwise, use the 2/4 DD on the 1/4 BB.
4. continue with the last 2/4.
Hopefully, we will get the ships.
next moves: use the 5 arties on the ships next to our coast.
- focus on the CV first. Spread the arties around, not leaving them on one tile.
- next, it depends on how many are left. if we still have 2 or more, take the Northernmost IR. It can only be reached from 1 land tile. Otherwise, go for the Southernmost IR. We could hit the BB as well, but let GoW deal with that one, it is the farthest ship from our coast. Not our problem.
- then, some worker actions.
- RR to NI looks unavoidable.
- move 2 slaves to create a road to Abilene too.
- last, use one for a radar tower
Come to think about this... scrap that last order. We would better use normal workers and not slaves for this. Slaves don't require upkeep. And a radar tower won't help us against GoW anyway, as they would pass it before attacking our units. So, better wait until we can chain some units to Lego instead (could already happen next turn: us chaining 4 workers and 4 settlers over, or something close).
The rest of the workers can create a fortress, or move to create roads next turn. 1 of them I would put on the rubber resource, together with a couple of MI. In case of trouble, that is an instant rubber colony.
question
If we were to create an airfield, does that count as an airport for trades? In that case, we don't need to construct harbors or airports, we just need to keep one worker handy which could become an airfield!
I suggest we keep the 3/4 and 2/4 tanks where they are right now, and move the 1/4s into Abilene. we need some more units in Abilene if we want to be sure to keep it in case of an attack, but I think the same applies for us as for Lego. We don't have the option to keep GoW from taking it if they want to, so let's not waste resources on that, and concentrate on points we can defend.
But as long as we have that barracks, we better use it.
As to the DD in Elipolis: I'd rather change it to a civil defense. Together with the forests, it should make it near impossible to take in one turn as long as it isn't bombed to shreds. As we all seem to agree that in a possible GoW attack, RP is our weakest spot, it would pay off, I think.
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