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Legoland: The Grand Defense Plan

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  • Legoland: The Grand Defense Plan

    OK, gentlemen, sit comfortably back, have some drink, and get ready for another of those crazy, long posts of vondrack... this time, it's not a wonder build plan, but an idea about how to set our defenses up.

    First: I assume that we agree on that Legoland does not even plan invading another landmass (and even if it happens in the future, I believe we would not really try to hold whatever we would be able to conquer there). So, our military doctrine shall actually a DEFENSE PLAN.

    Second: I believe we will not be invaded in the near future. ND apparently is after someone - otherwise, they would not ask for a 50 turn NAP... which, considering the situation from our point of view, effectively neutralizes the whole of Bob - at least one civ there will be the target (ND would have to be insane attacking GS on Stormia) and the other one will, no doubt, try to get at least crumbs from the table. Plus, with only two pre-Astronomy crossing points, logistics would be very difficult for invaders (would have to be GoW, as we have a NAP signed with RPers - the one signed before the game started).

    Third: we will not be left alone forever. Others will sure realize that unless they prune us before we have our landmass properly railroaded, they are out of luck. Invading a fully railroaded continent, loaded with artillery, is extremely bloody.

    Hence, I believe that the moment we shall expect an invasion will come approximately with the age of cavalry. Before railroads (or before they make any difference), but (right) after cavalry.

    The defense plan I am hereby presenting thus assumes the following:

    1) no railroads
    2) no marines

    Let's start with a picture of our landmass:

    red tiles are our existing cities
    dimmed red tiles are our planned cities
    yellow tiles represent the primary landing zones
    blue tiles denote our naval defense (see below).
    green tiles represent the secondary landing zones



    Legoland Navy - The Naval Barrier

    Let's start with the blue and green stuff. After some thinking (and quite contrary to what I used to think), I believe we should sort of limit our navy to basically one area - our Northwest. At least until true naval attackers appear (ironclads, or even better destroyers). Why? Because our coast is too long to be properly defendable with a reasonably sized navy. Just imagine how many ships we would need to have a "sufficient" naval presence around all of our continent... and still, when the invading fleet would appear, our ships would have to run for cover and wait for reinforcements, as they would most probably be heavily outnumbered by the incoming "armada". So, if the navy would be of little use because of being stretched too thin, let's focus on deploying it where it can really be of some use.

    And that is what those four blue tiles in the Northwest are for. If we deploy two to four DEFENDER-vessels (read: caravels - the strongest naval attacker is A=1 until magnetism, and A=2 until steam power) per every blue tile, we will make it VERY difficult for any invading fleet to break through - such an invading fleet would have to use much of its armed escort to break that naval defense... naval attackers prior to ironclads are always handicapped against defenders.

    Until Magnetism, I would stuff all our caravels onto the blue tiles, as they will be much better on defense then on offense. After magnetism, I would assemble a task force of several frigates in Port Hammer, ready to mop up anything that might break through our naval barrier.

    With this naval barrier, Panama and Kloreepville actually become almost "inland" cities (that is illustrated by using green for their respective "landing zones"). Port Hammer as well, though Port Hammer would still need an extra defense for the case that invaders would land upon the tip of The Hammer and proceed on foot. This is not to say that Panama and Kloreepville would need NO defenses - just that that part of our defense system could be weaker, as landings in that area would be highly unlikely.

    That leaves us with the yellow tiles. But, man, there is a lot of them!

    Now, let's ask ourselves a simple question: what is one supposed to do in this situation? Properly defend all his coastal cities, deploying as many units in every one of them, right? Garrisoning every coastal city with units enough to hopefully hold against the invading stack. Hm. How do we do that? Eight or even more knights is nothing unreasonable to expect... and hell, how many mercs or muskets we'd need to be safe against such a force? 4? 6? Multiply it by the number of our coastal cities. And that's only defenders! But we would also need counterattackers and artillery... altogether, we (will) have 17+2 coastal cities (+2 is for Benelux/Invoice and Port Hammer, which will have to be handled separately - see below). 19 cities times about 6-8 units... that is an INSANE number of units... and I am not talking about reserves yet... plus, if you look at the map closely, you will realize that reinforcements from the "neighbouring" city would always be 2 turns away, as our cities are generally too far from each other to allow 1-turn unit shuffling.

    So, here is my idea (picture, please!):



    The idea may sound crazy at first... I suggest we generally leave our coastal cities UNDEFENDED. The only exceptions to this would be Benelux/Invoice and Port Hammer - because those do not really fit into the scheme.

    Has vondrack gone mad?

    Nope.

    Try following me:

    With a proper road network, we can position all our forces in such a way, that they will be able to move to and fortify in ANY coastal city of ours in ONE TURN. Our troops would need to be positioned where the white dots are on the map above (17 of them). The "tails" denote roads which units would move into the threatened city along.

    What's the big deal? Why not station the troops in the cities right away? Simple: with this layout, you can move TWICE AS MANY units into the threatened city as opposed to having the units permanently deployed in the cities. There are exactly 17 white dots, which is how many coastal cities there are. Having 2 defenders at each post, ANY coastal city can have FOUR defenders instantly. See my point? With the same total number of units, we would be able to defend any city with twice as many units. Or, to be able to defend any city with a fixed number of units, we will do with roughly half as many total.

    There are added benefits to this approach:

    a) enemy does not know where your troops are - which makes it difficult to determine the "weak link"... all links appear to be equally weak.
    b) enemy does not know how many troops you have - which makes it difficult to determine how many units he will need for an invasion.
    c) for reinforcements, you are using roads leading from inland to the coastal cities instead of the roads running along the coast - which makes it difficult to disrupt the communications used to rush reinforcements to the area where thery are needed.

    The last point brings me to a problem. If you examine the map with the "primary military camps" (the one above), you will find out it is possible to partially or fully "cut" some of them from "their" cities by landing along several coastal tiles. Let's sort them by the level of severity of this problem:

    I. CITIES "OUTSIDE THE PERIMETER"

    Port Hammer, Benelux/Invoice - these would probably have to use strong permanent garrisons. It would likely be "cheaper" than to extend the scheme to include even these two key cities.

    II. CITIES THAN CAN BE TOTALLY CUT

    Tipperary. The only city that could be cut by landing units on all three tiles adjacent to it. I would suggest using a worker or a military unit to block the key tile NE of the city. Problem solved, city moved to the category "no problems".

    III. CITIES THAT MIGHT HAVE NO FORTIFIED DEFENDERS

    Even though unlikely, Dye Fields and Sandonorico (btw, to make this defense system work smoothly, I moved Sandonorico by one tile) garrisons could be prevented form fortifying on the turn of the enemy landings, if the enemy landed on the "proper" tiles - forcing our units to take 3-tile routes to the cities.

    IV. CITIES THAT MIGHT HAVE SOME UNFORTIFIED DEFENDERS

    Similar to III., but only one half of the units might be forced to go a 3-tile route - Logville, Tiberium, Abilene, Quanto Mechanico.

    V. CASTLEA

    Castlea has a bit of a problem, being too far from Jackson and Panama... but I believe that we could actually move the white camp E-E of Panama to E-E-NE of Panama (as Panama would be, thanks to the naval barrier, actually an inland city, needing much less troops ready to defend it).

    Now, even if the 3 cities under III. and IV. just MIGHT BE invaded in a way preventing some/all of the corresponding units to get into the cities in time to fortify there, we should plan for the unexpected.

    So, let's add few more posts:



    The "yellow" military camps could probably use fewer units than the white ones, as they would basically serve the only purpose - to balance the fact that some of the defenders of the closest city could be unfortified. For the cost of 7 more posts (with less than "average" force, if "average" force is what we'd station in white camps), we have our defenses perfect.

    Now, if you look at it... in the South, it almost looks like a second defense line, does it not? What about this:



    This is a defense system I would dream of. Every city granted a strong garrison whenever needed. Every white camp receiving reinforcements on the turn of the invasion (means the threatened city could probably get more reinforcements on the next turn - unless the invaders blocked the access road... but that would take some of the invaders off the assault wave, which would be good, too).

    So, this is basically all.

    Let me briefly sum up the highlights of this plan:

    1) our enemy would not know where our weakest defenses are - there would appear to be "none" at all (all "camps" would be hidden "further inland"... I believe they would be invisible to ships)
    2) our enemy would not know how strong our defenses are (city investigation reveals only troops stationed in the city)
    3) our enemy would have limited means to instantly disrupt our vital road communications
    4) our cities would be able to field roughly twice as many defenders on average as compared to having permanent garrisons
    5) our enemy would likely be confused, as this is a pretty unusual defense setup

    Now, let's put the actual composition and strength of the individual "forces" aside, let's ignore the fact we do not have all the cities founded yet etc. - let's talk about the viability of this defense system first. Try coming up with its disadvantages (honestly, I was not really able to think of any... maybe just the need to build the road network ASAP... which may interfere a bit with our general terrain improvement priorities).

    If we agree on that this is the way to go, we shall then determine how strong individual "military deployments" should be, what their composition should be, and where we should start with setting this up etc.

  • #2
    Re: Legoland: The Grand Defense Plan

    Looks good to me... though this will take a while to set up, of course. I think we can focus on the east coast only for now, though, which will make things easier; I don't think anyone's coming from the west until Magnetism.

    Originally posted by vondrack
    Plus, with only two pre-Astronomy crossing points, logistics would be very difficult for invaders (would have to be GoW, as we have a NAP signed with RPers - the one signed before the game started).
    IIRC, it is a one-way NAP. RPers can declare war at any time; we're the ones who have to wait for 1000 AD, no one else.

    Comment


    • #3
      Re: Re: Legoland: The Grand Defense Plan

      Originally posted by Kloreep
      IIRC, it is a one-way NAP. RPers can declare war at any time; we're the ones who have to wait for 1000 AD, no one else.
      Ah... can anyone check that? I know this was decided/signed before I joined the team, so my knowledge about this treaty is hazy at best...

      Though - not sure if it matters much... RPers have so much land to settle and so little to gain by pruning us, they would have to be nuts to attack this early. Plus, they are well known for trying to stay out of wars of any kind...

      Comment


      • #4
        Yes, I also seem to remember that we forgot to include a NAP for RP with us in the "Carthage" negotiations.

        If we brought it up now, it is very likely that RP would refuse to acknowledge that NAP but insist that we can't attack them until 1000AD.

        As far as I am concerned however, the NAP became null and void when RP tried to persuade other civs (eg GS) that we were the biggest threat. While this is/was clearly an attempt to get equal sized civs to attack each other, the attempt to persuade other civs by RP to attack us IMHO makes the NAP voided at our pleasure.

        As for the strategic defense plan I am reserving judgement for the moment - currently though I am not happy about many aspects about it, but I will study it further and see how others feel about it before commenting on it further.

        Comment


        • #5
          Originally posted by Sharpe
          As for the strategic defense plan I am reserving judgement for the moment - currently though I am not happy about many aspects about it, but I will study it further and see how others feel about it before commenting on it further.
          Sure, no problem - I know it's a lot to chew... and I do admit that it may feel... a bit strange to leave our cities "undefended". But when you think about it, it is only a "visual problem", an "illusion". All those cities would actually be well defended - even better than if troops were stationed in them.

          But - wait for nothing and shoot. Say what you are unhappy about. It may very well lead to improving the plan or finding out some fundamental flaw I might have missed. Or at least, to me further explaining things I may have neglected in the "presentation". I've been thinking about this for quite some time and it is quite likely I forgot to post something I considered "obvious", but what might have actually been less than obvious to those of you that never thought about anything this "crazy"...

          Comment


          • #6
            Right, I sat back, had a glass of coke and read your report. Damn she's a Beauty. This is the real reason I sit back and watch - to witness masterful strategic plans being created. My only concern though is What if someone aims to send a concertrated force to capture a city in one turn?

            Comment


            • #7
              A small side-note: for certain areas (especially for the Northern Mountains), it may be actually better to use the units that would be kept "behind the landing zones" to control the landing zones themselves.

              For example, to prevent ANY landing on the coast between Castlea and Jackson, we would need 10 units. That's probably less than what we would have to keep as part of the defense system for Castlea, Panama, and Jackson (the three white camps in the Sandbox).

              A similar situation would be along our Southern coast, between Logville and Tiberium - 8 units would cover the whole of that part of our coast, making it impossible to land there. Again, much cheaper than implementing the "primary" defense system.

              Thinking of it... I will probably prepare a modified plan, making those parts of our coast that are suitable for this kind of defense, special zones.

              Though - lining our coast with units would be fine (even if extremely ugly), but it would take 109 units to fully cover all possible landing tiles (89 yellow ones, 20 green ones). That's a LOT - having 22 land military units and two naval ones ATM, you can imagine how long it would take us to put 109 together. Plus, that would be almost 7 units per every coastal city! That's certainly much more than what we should be able to do with if implementing the defense system as proposed.

              It may be optimal to combine both approaches - use the coast-lining wherever reasonable (Northern Mountains, Southern Coast), using the defense system as proposed for the rest. Strategically positioning units on the "problematic" landing tiles (yellow tiles crossed by a white line) that imply using additional backup forces (the first set of the "yellow camps") may actually solve the problem of having some white camps "cut" from their respective cities (I have just counted the tiles - 10 properly placed units make the first set of "yellow camps" completely unnecessary).

              One added advantage of the defense system as proposed is its "scalability". The coast-lining approach works fine only if FULLY implemented. Until fully implemented, the "holes" are just inviting enemy to land wherever your defenses are not set up - and then you are screwed, as your forces are scattered all across the country, unable to reach the invasion area fast enough (plus, moving the coast lining units out of their respective positions actually opens even more holes in the defense system).

              But with the proper road system (this is crucial, of course), we would be able to progressively bolster our defenses. First, there would be just one merc and one horse between every two cities (simplified, of course - but you get the idea). This would ensure every city would be able to get the garrison of two (vet) mercs and two counterattacking horses ON THE TURN ENEMY WOULD APPEAR AT THE GATES. Then, we could add a catapult to every white camp. actually giving any threatened city two catapults able to hit the landed stack immediately AND put up some defense fire at the attacking enemy units on the next turn, when the city gets under attack. Then, we could add another defender, then another attacker... and so on.

              Comment


              • #8
                Originally posted by rendelnep
                My only concern though is What if someone aims to send a concertrated force to capture a city in one turn?
                Well, any invader will always need at least two turns - one turn to land units next to a city and another turn to attack/take the city. Only Viking Berserkers (?) and Marines can attack coastal cities directly from sea. Vikings are not in this game, Marines come LOOONG after railroads - and with railroads, the defense system will of course radically change: to permanent garrisons supported by huge arty forces.

                So, we will always have this one turn to rush garrison units into any city under a threat of invading stack (our mobile attackers will have a chance to attack the landed enemy forces, automatically remaining/withdrawing into the city and our arty pieces will have a chance to fire at the enemy forces, while ending up behind the city walls, ready to "welcome" attackers when they assault the city on the next turn). Of course, we'll never be able to guarantee that our city will have defenses adequate to fend off an attacking stack of ANY size. However, what we WILL have guaranteed is that we will always have a BETTER chance of holding the city - since we will always have MORE units in there than we would have if using permanent garrisons.

                Comment


                • #9
                  I've used similar plans, but not as organized as yours. I had success and I support the basic elements of the plan.

                  I would also add a few early warning galleys. We would only need 3-4 to give us advanced notice of an incoming armada.
                  The early warning benefits are obvious:
                  - Eliminate the element of surprise.
                  - Control the possible landing sites.
                  - Prepare an immediate attack.
                  - It would also give us time to seek a diplomatic solution.

                  The down side is the costs and the ships would be sunk (Sailor Grog). But I think it's worth it. The early warning ships may be able to run to the defense line or a coastal city, but more than likely they would be sunk.

                  Comment


                  • #10
                    Who is our current Military Advisor? I'm behind the times.

                    Comment


                    • #11
                      Eh... it's me (M.A.)...

                      I felt a bit unworthy of the post, so I came with this monstrous plan...

                      Early warning galleys are a very good idea, agreed.

                      Comment


                      • #12
                        What you? This plan is much to brilliant...from where was it copied

                        One other side question, what program(s) did you use to make those beautiful maps? I could use this for my games and for work.

                        Comment


                        • #13
                          Ok, got a chance to sit down and read the plan (no coke though, but it's a good idea, Rendlenep!) Basically, I think the fundamental aspects are a good direction for us to go in. However, there are some tweaking of details that will need to be done, of course. As Vondrack said, I believe that perhaps beginning by breaking it down into regional-scale plans will make putting the whole puzzle together a little easier.
                          The other issue is, of course, that this is a long term plan. While I do agree that we are probably safe until the age of cavalry, I do maintain that there is a small chance of someone trying something during the age of knights and astronomy. Therefore, I feel it necessary that while we prepare for the long term, we must be ready for the short term as well. Fortunately, I think most aspects of this can be begun now and eventually molded into the final product.
                          I also agree with lmtoops that 3-4 warning galleys would be a good investment. Besides giving us fair warning, they may discourage others by demonstrating that their sneak attack won't be very secret.
                          I make movies. Come check 'em out.

                          Comment


                          • #14
                            Originally posted by lmtoops
                            One other side question, what program(s) did you use to make those beautiful maps? I could use this for my games and for work.
                            It's all PhotoShop only... no magic - just the map I post for every turn plus a couple of overlaying layers with extra bits of info (cities, landing zones, military camp locations). Took me few hours to make it look nice, but it was basically nothing very special. But I wanted to do it right to make sure there was no fundamental problem with the principle of this defense system.

                            I am using PhotoShop (6.0 CE) for all the graphics I post here.

                            Re: Zargon's post - I will try to put a list of what we should do over the next turns in order to slowly start working on the defense system. Basically, I believe it will be just some jungle-clearing and roading getting a bit higher priority... hopefully, with Farmerville spitting out workers like there was no tomorrow, we shall not be really short of them.

                            Comment


                            • #15
                              I agree with the early warning galleys too - that was one of my concerns about the plan - every turn we have advance notice is a turn more we have to prepare for an invasion.

                              Here are some other concerns:

                              - I agree with rendelnep - how does this plan stop a concentrated invasion in one spot?

                              - The Mystery Isle factor - if they wanted to, GoW could gather together a huge force on Mystery Isle and with its closeness to us, send large amounts of reinforcements quickly - similar situation exists in the southern crossing near RP

                              - How "undefended" will our coastal and interior cities be in this plan? I have been advocating at least 2 defensive units per city on the east coast and at least one per city in the interior in the past for example. We can't afford to lose cities even temporarily due to the thousands of shields in buildings that could be lost if any city fell.

                              - What about enemy blocking units that would prevent us from properly reinforcing any invasion spot who block roads and pillage our terraforming. Unfortunately all of the Bob uniques are mounted units and for blocking and pillaging, both the Rider and Conquistador would be terrors for using such tactics (more likely the Conquistador admittedly).

                              - How do bombardment units fit in this plan especially as they only have a range of 1 currently and so need to get close to the action with adequate defensive units to prevent their capture? Also how do we deal with enemy artillery units or worse yet ship based bombardment ? (admittedly ships are not much of a concern yet)

                              - Since the teams see the iron and horses in Panama, it will be a major target of any attacker. (Remember how both Vox and GS were desperately trying to remove access to the other team's iron)

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