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Turn 245: 1275 AD

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  • Barbs can pop up and attack anywhere due to rails, so we need to cover every Artillery with a military unit.

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    • Originally posted by Aeson
      Good question. I don't know if an airfield counts as a trade route connection.
      It shouldn't... but you neve know in Civ.

      DeepO

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      • Originally posted by Aeson
        Barbs can pop up and attack anywhere due to rails, so we need to cover every Artillery with a military unit.
        Aeson, I thought that barbs don't move in the first turn of popping? And, as they pop right before us, we can attack them before they've got a chance of attacking us?

        Look at the barbs this turn: there were 2 of them, and they had ample opportunity to attack workers... they didn't move.

        DeepO

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        • I'm going to move the 1/4 DD 12... at least we'll know what happens there.

          DeepO

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          • movement continued
            1/4 DD on Hub 3 moved 12. Spotted nothing. moved 98 to return to hub 3 with 1 mp left.

            DeepO

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            • So... the transports we miss are in the South. Would they try to sneak near the Southpole to us, or rather go for ND instead?

              DeepO

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              • Okay. I'm going to attack the 2/5 BB, and afterwards the 1/4 BB, as mentioned above.

                DeepO

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                • I know in SP games they can move the turn the camp is created. I don't know what the targetting is like exactly, but they probably didn't move to attack anything because there wasn't any target within X tiles. I don't know if Artillery will count as a military presence to stop barb camps from spawning. If a camp shows up within 2 tiles of an undefended Artillery I think the Barb will attack it. That's what would happen in SP.

                  (IIRC barbs in PtW hav a 2 tile "sight" radius and they will attack or move towards any no-defense units in that range even if they don't have LOS with it. It might be 3 tiles though, not sure.)

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                  • In that case, we can cover the arties with infs, just to be sure. We should have enough of them, even if we chain 8 back home.

                    I prefer the arties spread out, as it is another reason for GoW not to attack them. stacked arties are juicy targets.

                    DeepO

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                    • movement continued
                      - 1/4 DD attacks 2/5 BB Kloreepville. 1/4 DD sinks. Kloreepville 2/5.
                      - 1/5 DD attacks 2/5 BB Kloreepville. Kloreepville sinks. DD 1/5 (obviously)
                      - 2/4 DD attacks 1/4 BB Panama. Panama sinks. DD 1/4.

                      Good!
                      We still have one 2/4 DD left, which should take a hit before our transport is targetted. We might want to use it to scout for subs, though.

                      DeepO

                      Comment


                      • battle report continued
                        - 1/4 DD attacks 2/5 BB Kloreepville. 1/4 DD sinks. Kloreepville 2/5.
                        - 1/5 DD attacks 2/5 BB Kloreepville. Kloreepville sinks. DD 1/5
                        - 2/4 DD attacks 1/4 BB Panama. Panama sinks. DD 1/4.

                        DeepO

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                        • ship bombardment coming up.

                          DeepO

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                          • BTW, we could use the 1/4 DD to scout for subs towards NI. It can't attack, but it can spot a sub. And ending its turn in NI, possibly healing next turn is not that bad.

                            DeepO

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                            • We can use the 1/5 to clear for subs to Hub2 still right?

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                              • Originally posted by Aeson
                                We can use the 1/5 to clear for subs to Hub2 still right?
                                Yes, but in that case the 1/5 will end one tile short of Hub 2. That would make an easy target for subs, better to have the ships stacked.

                                DeepO

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