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The War: 1250AD

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  • #16
    Re: Eastern Theater

    Originally posted by vondrack
    This is how the map of the Eastern Ocean looks after opening the save and going through the diplo and build phases:
    OK, I think I've figured out the Eastern Theater. Have a look:



    This will tell us whether we need any/extra defense in Jackson and/or Dye Fields. I do not see a way to get the same info for Port Hammer & Castlea, unless we sacrifice a transport from Port Hammer. I would prefer waiting for what we find out by these moves - if we have units enough, we just stuff Port Hammer and Castlea with a crapload of infantries and be done with it. Next turn, we ask Vox to check that area for us, and send a sub from Port Hammer that way.

    Comment


    • #17
      What are we going to build in Legopolis? A Police Station or what? It'd be a shame to waste 80 shields.
      "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
      --George Bernard Shaw
      A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
      --Woody Allen

      Comment


      • #18
        We don't really need a police station, though.

        Unless we want to go for Battlefield Medicine, I'm not sure what else there is to build. No Mass Transit available yet.

        Comment


        • #19
          The moves are looking good, though I'd move the destroyer more to the north. Though I'm not sure how far north we can move it without having it destroyed.
          "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
          --George Bernard Shaw
          A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
          --Woody Allen

          Comment


          • #20
            Originally posted by Tiberius
            The moves are looking good, though I'd move the destroyer more to the north. Though I'm not sure how far north we can move it without having it destroyed.
            Keep in mind we had all our picket ironclads bombed down to 1hp and then "executed" last turn. There are at least 2 GoW carriers in the area. Whatever we leave out in the open, is likely to be sunk without us ever seeing the attacker.

            The goal I had in mind was to find out if there was a direct threat to Jackson and/or Dye Fields, while keeping our ships as close to our coast as possible.

            Comment


            • #21
              I am sorry to inform you, but I will be off town for most of this weekend, so I will miss most of this first war turn. I trust in you to make the right decisions

              Hold the flag high and Go Legoland!
              "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
              --George Bernard Shaw
              A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
              --Woody Allen

              Comment


              • #22
                Originally posted by vondrack
                Alright, here we go... considering the situation, I suggest we do a couple of "obvious" or "no-brainer" moves that may reveal important information to us.

                1) move Blade SW-SW
                or
                2) move U-K1 SE-SE-SE-SE
                if the tile SW-SW-SW-W-W-W-W (the current "finger" of the FoW) is clear, we will know for sure that the landing is not to happen around Invoice - and we will be able to move Task Force North to a more central position. I'd personally favour moving the submarine, because we need to pull her back anyway. But the ironclad would be just as good, since it can return to his position and refortify with no problem.

                3) move the new submarine finished in S'haven ('U-S1') NW-NW-NW-NW
                stop if (as soon as) the GS submarine spotted

                4) move the new submarine finished in Sandonorico ('U-Sa1') W-SW-SW-SW
                looking for the 1/4 GS submarine (moving this way covers most of where that sucker can be)

                5) move the new destroyer finished in Tipperary W-W-W-NW-NW-NW, engaging the 2/4 GS destroyer
                as mentioned in the turn plan amendments, there must be a 2/4 GS DD on that tile, since the only DD of theirs was exactly 5 tiles from H.B.S. Argonaut

                6) move U-H2 eastwards (E-E-E-E, to be precise), watching for GS ships

                7) move U-H1 (in the far South) NE-NE-NE-NE
                pulling back, trying to establish a new picket perimeter; unlikely to spot anything, but we will need it closer to the coast anyway

                Well, that's it - at least for the Western Theater. Any ideas? I am trying to keep it as simple as possible, so that we do not close doors we might need left open...

                I am now going to have a look at the mobilization option.
                Seeing no objections to this plan, I made the moves as suggested. Kloreep was present in the chatroom. The results were as follows:

                20) U-K1 moved SE-SE-SE-SE
                spotted nothing -> Inchoff/Invoice route out of question

                21) new submarine finished in Sharpehaven named 'U-S1' and moved NW
                spotted a 4/4 GS sub W-W of Sharpehaven

                22) new submarine finished in Sandonorico named 'U-Sa1' and moved W-SW-SW
                spotted a 1/4 GS sub W-W-W-SW-SW of Sandonorico

                23) new destroyer finished in Tipperary named 'H.B.S. Tisiphone' and moved W-W-W-SW-SW-SW, engaging a 2/4 GS destroyer - won with 1hp lost
                there you have it, bastards!

                24) U-H2 moved E-E
                spotted 2 GS destroyers (2/4 and 4/4) at N-N (E-E-E-E-E-SE of Hurricane)

                25) U-H1 moved NE-NE-NE-NE
                spotted nothing

                Comment


                • #23
                  A picture is worth thousand words, they say... so, here we go - it's doctored a bit to show parts covered either before or after the first moves.

                  Comment


                  • #24
                    Originally posted by vondrack
                    Seeing no objections to this plan, I made the moves as suggested. Kloreep was present in the chatroom. The results were as follows:

                    20) U-K1 moved SE-SE-SE-SE
                    spotted nothing -> Inchoff/Invoice route out of question

                    21) new submarine finished in Sharpehaven named 'U-S1' and moved NW
                    spotted a 4/4 GS sub W-W of Sharpehaven

                    22) new submarine finished in Sandonorico named 'U-Sa1' and moved W-SW-SW
                    spotted a 1/4 GS sub W-W-W-SW-SW of Sandonorico

                    23) new destroyer finished in Tipperary named 'H.B.S. Tisiphone' and moved W-W-W-SW-SW-SW, engaging a 2/4 GS destroyer - won with 1hp lost
                    there you have it, bastards!

                    24) U-H2 moved E-E
                    spotted 2 GS destroyers (2/4 and 4/4) at N-N (E-E-E-E-E-SE of Hurricane)

                    25) U-H1 moved NE-NE-NE-NE
                    spotted nothing
                    After a brief debate with Kloreep, we did two more moves - one (U-Q1) was posted in the turn plan and never objected, the other one was very obvious:

                    26) U-Q1 moved E-E-NE, engaging the 2/4 GS destroyer - won, 1hp lost


                    27) 58th Artillery moved to Sharpehaven and ordered to bombard the 4/4 GS submarine W-W; 1hp off the submarine

                    28) new ('62nd') artillery finished in Tiberium moved to Sharpehaven and ordered to bombard the 3/4 GS submarine W-W; 1hp off the submarine

                    29) 59th Artillery moved to Sharpehaven and ordered to bombard the 2/4 GS submarine W-W; 1hp off the submarine

                    30) H.B.S. Legopolis moved S-S-SE-E, enagaging the 1/4 GS submarine - won, no hp lost

                    Updated picture:

                    Last edited by vondrack; October 29, 2004, 17:29.

                    Comment


                    • #25
                      BIG NEWS!
                      GS Armada spotted!
                      vondrack the fact is
                      vondrack that it's likely GS launched their armada
                      vondrack from a port
                      vondrack not from a coastal tile somewhere
                      vondrack 'cause they did not want to be spotted
                      vondrack and we had IRs close
                      vondrack Inchoff it was not
                      vondrack Tornado it was not (U-H2 would see it at the beginning of this turn)
                      vondrack Sufa does not allow for a seaborne attack at a city on the third turn
                      vondrack hmmmm
                      vondrack Hurricane does allow for that
                      vondrack turn 1: 5xE
                      vondrack turn 2: 5xE
                      vondrack and then you can attack 5xE into Sandonorico
                      Kloreep|idle Ah, Radar Towers...
                      Kloreep|idle That'll be nice once we get radio
                      vondrack if you take the city, you can immediately pour the tanks in
                      vondrack that's bad
                      Kloreep|idle Yep
                      Kloreep|idle Sand can reach New Camp
                      Kloreep|idle Nou can reach QM
                      Kloreep|idle And Karina!
                      Kloreep|idle Also, we sholud tihnk about a 1-infantry-per-city policy
                      Kloreep|idle As insurance against Cavalry
                      vondrack no need
                      vondrack GS lacks Military Tradition
                      Kloreep|idle Ah, okay
                      vondrack theoretically
                      vondrack 2x(5xE) from Blizzard
                      Kloreep|idle Hmm
                      vondrack allows attacking S'haven
                      vondrack but that would bring them quite close to all those BBs
                      vondrack if we simply stuff all of them into the bay
                      Kloreep|idle Sand could only take Nou, QM, Karina, and Oasis
                      Kloreep|idle And that would be it for the turn
                      vondrack they'd have to pray to RNG
                      Kloreep|idle Karina is quite enough, theough
                      vondrack yeah
                      vondrack hm, I guess I am betting on Hurricane as the launching point
                      vondrack plus - Sandonorico is on flat land, just a town
                      vondrack ah!
                      vondrack just realized that Blizzard is nonsense
                      vondrack after 2x(5xE), they would be SW-SW-W of S'haven
                      Kloreep|idle Forkmouth is also vulnerable, right?
                      vondrack but that's within the range of artillery positioned SW of S'haven!
                      Kloreep|idle And it can take Farmerville
                      vondrack GS would never risk that - especially with so many BBs there
                      Kloreep|idle Good point
                      vondrack ok, so we are now 95% sure they set sail from Hurricane
                      vondrack
                      vondrack means they would be
                      vondrack 5xE from Hurricane now
                      Kloreep|idle U-H2 N to check?
                      vondrack that's NW of those two DDs
                      vondrack sounds like the natural thing to do
                      Kloreep|idle
                      vondrack since we will even have 1mp point left to run away after taking the peek
                      Kloreep|idle Yep
                      vondrack ok, let me check one more time before moving it
                      vondrack Inchoff - not
                      Kloreep|idle k
                      vondrack Blizzard - would be exposed to arty bombardment
                      vondrack Hurricane - very dangerous to us
                      vondrack Tornado - not, we would see them this turn
                      vondrack Sufa - transit takes too long
                      vondrack 5xE from Hurricane is
                      vondrack N-N-NW of the current U-H2 location
                      vondrack if we move N, take a peek, then move back S, we should be fine
                      vondrack Jesus, I am feeling butterflies in my stomach
                      vondrack ok, let's do it
                      * Kloreep|idle is now known as Kloreep|dinner
                      vondrack U-H2 moving N
                      * Kloreep|dinner holds his breath
                      vondrack YESSS!!!!
                      Kloreep|dinner There it is!

                      Comment


                      • #26

                        Comment


                        • #27
                          So, there we have it. The main invasion force of GS has 13 transports escorted by at least 6+2 DDs. 13*8=104 units aboard.

                          In just 2 turns, they will be W-W-W-W of Sandonorico, able to attack the city - if taken, Sandonorico would provide GS with means to immediately pour the rest of their invasion forces ashore, attacking further inland. Nou Camp could fall, then Q.M., Karina, Abilene, Ahhmyfoot... With 70 tanks and a coupla combat settlers, they could theoretically wipe most of our South out.

                          They must NOT take Sandonorico. That's a given. We need to stuff the city with so many defenders that they will not be able to take it with marines.

                          Comment


                          • #28
                            Oh, btw... the move done was obviously:

                            31) U-H2 moved N

                            Comment


                            • #29
                              OK, a plan here. We will need every infantry we have around Sandonorico. Having to split our forces and defend several landing zones is a nightmare for us.

                              It's quite obvious what that 3-transport convoy in the South is supposed to do - tie our forces down there in Abilene and Tipperary.

                              So, let's try to get rid of them... or at least some of them.

                              Have a look at the picture above (the one with the main GS armada in a yellow circle). Green borders denote where a transport must start a turn to be able to take a city and "flash through" it further inland. Blue border is the movement range of the GS group. It's likely that the GS group heads right to where they will be able to threaten two cities at once - two tiles only. 7 if counting even those that do not allow a "flash through", but just seaborne attacks at both cities.

                              So, let's assume, that...

                              1) we build two 1t DDs in Tipperary and Abilene this turn (disbanding a horse and partially shortrushing)
                              2) we rebase both our bombers to Tipperary
                              3) we move U-H3 E-E-E-SE
                              4) we move LNT-BD, LNT-FE, LNT-NC, and H.B.S. Myrmidon closer to Tipperary

                              Next turn, we:

                              a) bomb the group, hopefully bringing the DD down to at least 2hp
                              b) we attack with U-H3, both new DDs (one 3/3, one 4/4), and H.B.S. Tisiphone (3/4)

                              Odds will be close to 80% for every attack. Unless we suffer from a real bad RNG roll, we should be able to take out at least 2 of those transports, making the remaining one much less of a threat.

                              If we do not sink everything, we make a "sea wall" around Tipperary and prop the defenses in Abilene as if expecting 8 marines (we can use 9 horses and cavs...). That should allow us to leave (almost) no infantry there.

                              Sounds good?

                              Comment


                              • #30
                                OK, let's take this real fast, as I am slowly losing ability to think. I've been up and crunching civ for too long today.

                                There is a couple of ships still having movement points in the Western Ocean. Suggestions:

                                Task Force North, incl. H.B.S. Legopolis to move to W-SW of Sharpehaven. This is a tile where 1/4 GS sub cannot spot them even if moving directly towards them. It's a tile allowing all the BBs to slip through to F'mouth, if needed. It allows them to strike at the tile W-W-W-W-W of Sandonorico - which is the most likely spot we will find the incoming GS Armada at when we open the next save.

                                U-H2 "Hawkeye" to finish its turn by moving SE, away from the Armada

                                U-Q1 "Avenger" to finish the turn by moving S, trying to stay out of 1/4 GS sub's sight.

                                U-Sa1 "Fastborn" to finish the turn by moving S, trying to stay out of 1/4 GS sub sight, tentatively heading to search for the 2/4 GS sub W of Abilene.

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