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Turn 245: 1275 AD

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  • movement continued
    last bits on Legoland

    - used 7 infs to cover all arties and workers left in the open (1 inf per tile).
    - 1 inf protects the radat tower
    - 1 MI + 1 inf protects the 4 workers on NI 9
    - 4 inf moved to the Panama fortress (1 MI already present)
    - 1 inf moved to Panama 2
    - 2 tanks to Panama
    - 1 tank moved to rubber resource
    - all the other full health tanks enter NI.
    - all 1/4 tanks, and the 2/4 tank enter Abilene.
    - 3/4 tanks stay put (under cover of a MI).
    - explorer on Tip moved to NI.
    - units in NI and in Abilene awaken from transport, and fortify-alled.
    - in general, all units on Abilene, except the workers and arties are fortified.

    total in Abilene:
    - 2/4 MI
    - 2/4 T
    - 4 1/4 T
    - 1/4 TR
    - 1/4 M

    total in NI:
    - MI
    - 16 T
    - 3 explorer
    - 3 TR
    - 3/4 TR
    - 1/5 DD
    - 2 2/4 M
    - 1/4 M
    - 3/4 CV
    - 3/3 fighter

    total in AA:
    - MI

    total in Panama fortress:
    - MI
    - 4 I
    - 2 T
    - 4 slaves

    This concludes Legoland

    DeepO

    Comment


    • Did you say you expect to have 4 settlers to chain over next turn, plus one in Abilene?

      Do you anticipate making towns from the dye site to the blockade/choke point? I mean we will have to do that to cover the rubber and the choke.

      This would cut off all the land behind from the land north of that line. I presume that land is going to be GoW and they will want land on the south of that line.

      I guess that does not have to be a problem, just that there will be no land connection between them.

      Comment


      • movement continued
        Stormia

        - rifles from all mountains and (RP) hills recalled.
        - MIs take their places.
        - On the W, we don't need MIs covering the mountains. Any unit will do. We know that neither Vox nor Lego had marines. Those MI would be much better used in our cities E. So, as much as possible marines take the fortresses. We need one tank.
        - 1 MI on the oil source to guard against bombardment.

        Once all is aranged, all rifles and infs are upgraded to MI.
        Total cost: 1320 gold (23 new MI)

        we now have the following defense:
        - all inner cities, and E cities (from Sufa to Inchoff) have 1 MI (except Tempest, which has a tank)
        - Typhoon has 2 MI
        - Bolderberg, D-ville and Velocity have 3.
        - Monsoon, WW and OG have 4 + 1 art.
        - WoC has 5 MI + art
        - Eli has 6 MI, 2 art + fighter (not on air sup yet).

        I know this is only temporary, but I think it's better than what we had last turn.

        only economic things remain.

        DeepO

        Comment


        • If they took ove the choke then we do not have to cut the land in half with are few cities. Would we want to have a land access to Vox from the other end then?

          I would think we would want a land connection. This makes it possible to invade if need be without using the sea.

          Comment


          • Originally posted by vmxa1
            Did you say you expect to have 4 settlers to chain over next turn, plus one in Abilene?
            That's the max possible, yes. What to do with them is something else...

            Do you anticipate making towns from the dye site to the blockade/choke point? I mean we will have to do that to cover the rubber and the choke.

            This would cut off all the land behind from the land north of that line. I presume that land is going to be GoW and they will want land on the south of that line.

            I guess that does not have to be a problem, just that there will be no land connection between them.
            I have no clue, vmxa. It's an important question, though.

            I really believe we should get our hands on Panama ourselves. If at all possible, let's install RP near the rubber and the dyes. The rest? No idea. It's just for the resources anyway.

            DeepO

            Comment


            • problem with Panama is that for us it's a protection against GoW funnies. For them, it doesn't really matter. If we position one well placed sub North of Vox, we can see all incoming GoW traffic. Add Panama, and were safe from that side. Without Panama, they are free to roam 'our sea'...

              For them, the situation is different, as they only need one ship to block the inner sea from their side (better than Panama, as it is close to reinforcements). So us getting Panama is kind of a declaration of the inner sea as neutral terrain.

              DeepO

              Comment


              • Yeah the homeland is much improved over the last few turns. No longer tempting for a quick rush from one end to the other.

                Comment


                • It's not perfect yet, though. For one, we've got fortresses on places where we never want to put defense ourselves, giving extra cover to invaders. We should really clean these out. Over the next wait for the turn, I'm going to plan some things, and have some thread on that, so next turn we can correct where necessary, pillage fortresses, rebuild RR and mines, and get everything ready asap.

                  DeepO

                  Comment


                  • Originally posted by DeepO
                    problem with Panama is that for us it's a protection against GoW funnies. For them, it doesn't really matter. If we position one well placed sub North of Vox, we can see all incoming GoW traffic. Add Panama, and were safe from that side. Without Panama, they are free to roam 'our sea'...

                    For them, the situation is different, as they only need one ship to block the inner sea from their side (better than Panama, as it is close to reinforcements). So us getting Panama is kind of a declaration of the inner sea as neutral terrain.

                    DeepO
                    True, but I was also thinking that if we have the block, no strangers can come in uncontested and that it stops Vox from going for a bit of land without preapproval.

                    Not saying they would, but the land is technically free right now.

                    Comment


                    • Ah, of course. That's why I've put 7 defenders there... this should stop both Vox and Lego at this point. It won't stop GoW if they really want to, but GoW is not the problem right now.

                      DeepO

                      Comment


                      • By Panama, do you mean a city where Invoice was? It gets slightly confusing when you talk about Panama, which is a Voxian city.


                        BTW, after looking at the map, we have a problem in that we can't ever take Vox out in one turn unless we have a lot of Marines. A purely land based attack would take three turns, using tanks and settlers if we split the forces, but using MA would take 2 turns, and about 2-4 settlers (best keep some arpouond just to make them plan accordingly).
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

                        Comment


                        • Ah, sorry... Invoice it is, yes. Wasn't there a Lego Panama as well?

                          We could name the site Panama gail or something like that, to make it 'ours'

                          DeepO

                          Comment


                          • I think we should take advantage of the mob' to get our intended defensive unit-requirements sorted as far as possible while we're getting the extra shields. We'll want lots of fighters & bombers - as well as a decent navy.

                            Comment


                            • - what I mean is : are we in a hurry to make peace yet, or do we want more turns for units?

                              Comment


                              • we're in a hurry, in the sense that if we want to time a prebuild well, and have the internet for research labs everywhere, we can't wait too long. We could use 1 or 2 more turns in mob.

                                The problem is that many cities are currently building airports and stuff like that, which doesn't get a bonus anyway.

                                Also consider that one of the main advantages for going for minituarisation are offshore platforms... we can prebuild these in many cities. I would hate to rush them, they are costly.

                                I agree with Aeson we need 100 MI, and I agree with you we need more navy (but we're building that, 4 more ships are christened next turn), but even without mob we will get there rather easily. Without mob, we can produce >7 100 shield units each turn. (now it's 9)

                                DeepO

                                Comment

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