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Turn 245: 1275 AD

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  • Confirmed, they were in the blockade.

    W is one possibility, and not a good one. S another.

    DeepO

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    • If they moved S we can't catch them anyways.

      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.

      Comment




      • I don't know where the 1/4 BB came from, but my guess is that the attack happened near the former Quanto site.

        The lightest square is where 1 TR could have gone to. The others should all have been in the darker white. (Darker white? )

        DeepO

        Comment


        • 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.

          DeepO

          Comment


          • 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.

            DeepO

            Comment


            • Don't forget we have a barracks in Abilene and could upgrade units there the next turn.

              Comment


              • yes. This is why we need a road to Abilene, so slaves to the rescue!

                DeepO

                Comment


                • I'm going for some dinner, see you guys in an hour or so.

                  DeepO

                  Comment


                  • 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.

                    DeepO

                    Comment


                    • Would it also eat up one of the defensive bombardments with no chance for any damage from it?

                      Comment


                      • no, AFAIK defensive bombardments are saved: if it can't hit, it won't, but next time a ship attacked which can be hit it will be.

                        The other ship is a 1/4 BB, so in case we can knock 1 hp of the 2/5, the other one will show, and we should only be hit by defensive bombardment once.

                        DeepO

                        Comment


                        • okay, the plan for the next couple of moves.

                          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!

                          DeepO

                          Comment


                          • 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.

                            DeepO

                            Comment


                            • Good question. I don't know if an airfield counts as a trade route connection.

                              Comment


                              • 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.

                                DeepO

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