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The War: 1265AD

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  • #46
    Added up the losses for you lazy bums.

    Lego lost 11 Tanks
    GoW lost 22 Infantry, 12 Tanks and 4 Marines

    Comment


    • #47
      I believe this is the casualty tally.

      GoW: 11 tanks, 23 infantry, 4 marines lost
      Lego: 11 tanks lost

      Edit: Doublechecked and those figures are right, it's Trip's that are off.

      Edit Again: BTW, I've replayed, and everything seems correct, Vondrack. Only one small thing:

      90) all tanks (1st through 7th) moved from Forkmouth to N-NW of Dye Fields
      I edited this to be 1st through 10th.
      Last edited by Kloreep; December 6, 2004, 00:21.

      Comment


      • #48
        Hey, it's not like I actually have to care how it ends.

        Radek, when you send this turn on, could you send a copy to me as well? Just this turn though.

        Comment


        • #49
          I think we should turn the GL in to an Infantry army. Not much else to use it for. (Let's not start putting Tanks in armies... cuts down on the amount of attacking the individual tanks can do. This isn't C3C.)

          We have 8 artillery left in Abilene. Do we keep them there, bombarding the GS stack and then leaving them for defense, or do we move them and bombard GoW Marines?

          It's tempting to hit the GoW stack while it's down. That said, Abilene will be the only possible focus of the tanks next turn. We should probably use them against the GS stack instead so that they stay inside Abilene.

          Another issue: Those 8 marines by QM. What the bleep purpose do they serve? Perhaps they've predicted our forest move and want to move them next to QM? It would tie down more infantry next turn.

          I assume we're going to block QM's only coast tile with Battleships.

          I think we should move the heavily wounded battleships in to QM proper (or Forkmouth where we won't have to move them next turn should things go south?) and get them healed. Unit vs unit, we have the GS fleet on the run; but that'll only happen in Civ3's HP world if we get them helaed. We need to consider, however, bombers on that carrier; those could bomb our currently health battleships and allow the destroyers a chance.

          Castlea is completing a carrier in 1 turn. Could we spare a horse disband to turn it in to a battleship in 2 turns?

          Comment


          • #50
            Originally posted by Kloreep
            Some comments on the builds as they are in the chronicle. Don't know the disbanding schedule, but those whose schedules cannot be cut down should change thus:

            Forkmouth is doing a 2-turn inf when it could be a 2-turn tank
            Zargonia is doing a 1-turn Inf when it could be a 1-turn tank
            Dye Fields is doing a 2-turn fighter when it could be a 2-turn tank (I know it may get bombed, but we can always change it on the fly next turn, and turn after that with F1, as needed)
            Tarzania: 2-turn inf, could be 2-turn tank
            Horsefish: 3-turn tank, could be infantry that would come in 2 (I assume we'll be disbanding something here though to make the tank 2)
            Pretty much all builds set during the initial turn phase are placeholders only, even if "reasonably close" ones - though there is one rule that may not be obvious at the first glance. Trying to play things as safely as possible, cities with high pollution that would have a tank build delayed by having a tile polluted are deliberately set to build an infantry instead of a tank - so that they finish their build for sure even if struck by pollution.

            I am basically following a rule saying that a finished infantry is better than an unfinished tank.

            However, we can go through the cities and take some informed risks, should we wish so.

            Originally posted by Kloreep
            I believe this is the casualty tally.

            GoW: 11 tanks, 23 infantry, 4 marines lost
            Lego: 11 tanks lost

            Edit: Doublechecked and those figures are right, it's Trip's that are off.
            Wow! Summed up, it does not look bad (I did not have quite that impression while playing the turn... we did have some bad streaks and they probably skewed the overall feeling for me... or maybe I was just tired too much).

            38 kills for 11 losses sounds quite impressive. And I guess GoW will need to adjust their luxury slider a wee bit this coming turn... I can't access the CFC WW thread ATM, but I believe 38 units lost should be 2*38=76 war weariness points... that's a lot. Hm, now that I can access the CFC article, it may be even more, since it does not seem to matter whether you win a defensive battle or not - it's the very fact that you get attacked that adds 2 wwp to your pool...

            Originally posted by Kloreep
            Edit Again: BTW, I've replayed, and everything seems correct, Vondrack. Only one small thing:

            I edited this to be 1st through 10th.
            Ah, true - thanks, Kloreep!

            Originally posted by Trip
            Radek, when you send this turn on, could you send a copy to me as well? Just this turn though.
            Will do.

            Originally posted by Kloreep
            I think we should turn the GL in to an Infantry army. Not much else to use it for. (Let's not start putting Tanks in armies... cuts down on the amount of attacking the individual tanks can do. This isn't C3C.)
            Agreed.

            I was not fresh enough in the night to do anything with that GL. I was happy to realize there was no need to do anything with it at that very moment (since we got it with our last available 3/x+ elite attacking).

            Agreed that creating an infantry army sounds like the thing to do. We do not have anything reasonable to rush, so we better use it to create an army and have it win at least one battle. Kloreep is right that stuffing such an army with tanks would be counterproductive. OTOH, a 12/12 infantry army in Abilene...

            Originally posted by Kloreep
            We have 8 artillery left in Abilene. Do we keep them there, bombarding the GS stack and then leaving them for defense, or do we move them and bombard GoW Marines?

            It's tempting to hit the GoW stack while it's down. That said, Abilene will be the only possible focus of the tanks next turn. We should probably use them against the GS stack instead so that they stay inside Abilene.
            Thinking this over, I would very much prefer leaving them in Abilene. The GoW SoD is severely crippled - their best attacker is a 4/4 marine (29 of them), then a handful (19?) 2/4 infantries and 5 damaged tanks. Our counter-fort will be manned by like 20 infantries, several elite tanks, and 29 artillery. I believe our chances to keep the counter-fort are very good, even if we leave the GoW stack as it is ATM.

            OTOH, every 4/4 GS MIs hit near Abilene means most likely one less attacker Abilene defenses will have to face this coming turn. And every successful defensive bombard improves chances of one of our defenders by a good margin (10%+).

            So, yes, agreed - a three-4/4-infantry army in Abilene.

            Originally posted by Kloreep
            Another issue: Those 8 marines by QM. What the bleep purpose do they serve? Perhaps they've predicted our forest move and want to move them next to QM? It would tie down more infantry next turn.
            I don't think they are meant to serve any other purpose than to make it more difficult for us to kill them. GS knew that left out in the sea, they were toast (their transport must have been checking something around Forkmouth, probably lacking movement points to stick to the main fleet). So they landed them, to make us use more than a single ship to destroy them...

            I do not think we need to worry about them. Even if they move next to Q.M., we simply shell them down to 1/4 and then finish them off with tanks, making Q.M. 100% safe again. Considering that almost all our tanks are 1/4 or 2/4, I believe we will have to wait at least a turn before we mount another massive counterattack. And those few relatively healthy tanks of ours plus a couple of new ones should tear these marines apart just fine. It may actually be the only attack we mount next turn, limiting ourselves to artillery barrage against GS and GoW SoDs.

            Originally posted by Kloreep
            I assume we're going to block QM's only coast tile with Battleships.
            Yes, that's what I assume, too. And we will try to block Abilene from a seaborne attack as well.

            Originally posted by Kloreep
            I think we should move the heavily wounded battleships in to QM proper (or Forkmouth where we won't have to move them next turn should things go south?) and get them healed. Unit vs unit, we have the GS fleet on the run; but that'll only happen in Civ3's HP world if we get them helaed. We need to consider, however, bombers on that carrier; those could bomb our currently health battleships and allow the destroyers a chance.
            Agreed on moving our damaged BBs to Q.M. to heal. With the exception of ships that will have to participate in the sea wall around Abilene (all that can make it to there), I would try moving everything else into Q.M. (using any spare movement points to bomb that lonely transport or those detached marines) and let it heal next turn.

            Originally posted by Kloreep
            Castlea is completing a carrier in 1 turn. Could we spare a horse disband to turn it in to a battleship in 2 turns?
            Well, this is probably the only thing I do not quite agree with. Whether we have 2 or 3 BBs against the mighty GoW navy, it is not going to make much of a difference - we will still have to keep them to ports, never exposing them to all those DDs. OTOH, with a carrier loaded with bombers, we'll have more options - we will be able to hit targets as far as 8 tiles from our East Coast ports. Detached vessels can be brought to 1/x and finished with submarines, perhaps we might even bomb the GoW coast? (not having the save opened right now).

            I would finish the carrier, hopefully sneak it to Jackson and then finally start hitting GoW back even at sea.


            I need to write some business emails right now, but once I am done, I will start working on the remainder of this turn. I should be reasonably free to focus on it today.

            Comment


            • #51
              Originally posted by vondrack

              Agreed on moving our damaged BBs to Q.M. to heal. With the exception of ships that will have to participate in the sea wall around Abilene (all that can make it to there), I would try moving everything else into Q.M. (using any spare movement points to bomb that lonely transport or those detached marines) and let it heal next turn.
              I'd like to add only one thing: I'd prefer very much to kill that transport near QM. We actually don't know whether it is empty! GS could have very well landed 8 marines from another transport, move the transport away, and then keep a fully loaded transport near them , creating the illusion that the marines were on that ship! It sounds improbable, but can we risk leaving a transport near several undefended cities, while not being 100% sure that it is empty? Besides, one transport less is one transport less

              Well, this is probably the only thing I do not quite agree with. Whether we have 2 or 3 BBs against the mighty GoW navy, it is not going to make much of a difference - we will still have to keep them to ports, never exposing them to all those DDs. OTOH, with a carrier loaded with bombers, we'll have more options - we will be able to hit targets as far as 8 tiles from our East Coast ports. Detached vessels can be brought to 1/x and finished with submarines, perhaps we might even bomb the GoW coast? (not having the save opened right now).

              I would finish the carrier, hopefully sneak it to Jackson and then finally start hitting GoW back even at sea.
              I tend to agree with Kloreep here. We wouldn't be able to send the carrier out to the sea for several turns anyway (no escort), so why should we keep a carrier in a city ?? That seems kind of a waste for me. We can bomb the GoW stack from Jackson or Dye Fields for now. Besides, if we would build another BB in Jackson, we would have 4 already, which with some bomber support is not bad.

              Other than that, I agree with the proposed ideas and plans.
              Last edited by Tiberius; December 6, 2004, 07:29.
              "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


              • #52
                Infantry Army:

                Tibi might be on to something with the idea that those marines didn't actually come from that transport... it might be worth it to take it out if we can.

                As for a BB vs. Carrier, well, I'm going to have to lean on the side of the BB. As has been said, that Carrier won't be up and running with planes for a good many turns, whereas the BB will be very useful in the short term.

                Other than that, Go Lego!
                I make movies. Come check 'em out.

                Comment


                • #53
                  Originally posted by Tiberius
                  I'd like to add only one thing: I'd prefer very much to kill that transport near QM. We actually don't know whether it is empty! GS could have very well landed 8 marines from another transport, move the transport away, and then keep a fully loaded transport near them , creating the illusion that the marines were on that ship! It sounds improbable, but can we risk leaving a transport near several undefended cities, while not being 100% sure that it is empty? Besides, one transport less is one transport less
                  Agreed - I believe we'll be able to kill it safely 'along the way', while moving our BBs to their defensive positions. I will keep that in mind planning our navy moves there.

                  Originally posted by Tiberius
                  I tend to agree with Kloreep here. We wouldn't be able to send the carrier out to the sea for several turns anyway (no escort), so why should we keep a carrier in a city ?? That seems kind of a waste for me. We can bomb the GoW stack from Jackson or Dye Fields for now. Besides, if we would build another BB in Jackson, we would have 4 already, which with some bomber support is not bad.
                  I started putting reasons to finish this carrier together... only to realize eventually that finishing a BB here would really be better. I would not worry about being unable to get a new carrier out to the sea... but we would not have bombers enough to make it a threat, unless we'd leave the existing carrier (H.B.S. Tiberius Kerekes) in the Western Ocean idling. So, agreed - let's rush the build in Castlea to 180S (cost: 60g), reassign labourers from coasts to unimproved mountains (-14fpt, 25spt) and finish a BB in 1t.

                  Comment


                  • #54
                    What do you think... counting our tanks, numbers did not match for me... ...and guess what - I have found one more regular tank in Oasis! So, add one more line to the battle log:

                    145) new tank (in Oasis) named 38th Tank Reserve, attacks 4/4 GoW marine; our tank wins with 2/3

                    This changes the total losses to:

                    GoW: 11 tanks, 23 infantry, 5 marines
                    Lego: 11 tanks lost

                    Comment


                    • #55
                      OK, getting to finalizing our plans now...

                      Eastern Theatre

                      GoW SoD & our Counter-Fort

                      After the Omaha Beach Massacre, this is what we and GoW have there:

                      GoW:
                      1 settler
                      27 artillery pieces
                      5 tanks (1/4, 1/5, 2x 2/4, 3/4)
                      19 infantries (1/4, 17x 2/4, 2/5)
                      29 marines (3/3, 3/5, 26x 4/4)

                      Lego
                      29 artillery pieces
                      27 tanks (1/3, 4x 1/4, 2/3, 11x 2/4, 4x 2/5, 3/4, 2x 3/5, 3x 4/5)

                      Now, the no-brainer part is that we build a fort city SW of the GoW SoD, using one of our stocked settlers. This will prevent GoW from building their own fort next turn, effectively forcing them to either leave their marines on land, unable to attack anything but our counter-fort, or board them, making them unable to hit anything next turn. Both is fine. Or... rather... none is real bad for us.

                      Let's try thinking a bit ahead... what are GoW likely to do now? They have got but a few marines capable of striking from the sea. Their surviving tank forces on land are next to none. And they have 27 arty pieces they certainly don't want to lose to us.

                      Those arty pieces look dangerous, but let's have a closer look. If GoW fires them at something, they will become sort of a liability. They will have to be defended. Should GoW take one of our coastal cities, they'd have to split their forces... and they are not exactly drowning in 4/4 infantries. This is what leads me to believe that if they are used against anything, it will be against the counter-fort... since GoW would be able to build their invasion fort then, keeping all victorious units pretty much together.

                      Granted... they have like 35 tanks out at sea, and 9 (maybe more) marines... but unless they are able to take a coastal city and start extreme combat settling into our interior (only 4 more combat settlers available, though), attacking them accomplishes nothing.

                      So... what are "safe" defenses for Jackson and Dye Fields? We need to consider all those arty pieces and bombers (up to 16 of them), which can take 4/4 infantries down to just 2/4 or 1/4) - so we better make sure both cities are stuffed with (almost) as many defenders as GoW will have units to attack them with. 15 units for Jackson and 20 units for Dye Fields sound good to me. I would use 10 infantry and 5 tanks for Jackson, and 10 infantry and 10 tanks for Dye Fields. Incidentally, 15 tanks still able to move is what we have ATM.

                      This leaves the counter-fort to be manned. It can be hit with all that bombing power GoW has around... our own hit ratio this turn has been 75%. Our infantries will be fortified and bombers have lower bombard rating, which should make it a bit worse for GoW. Let's conservatively assume that 70% of their ranged weapons hit. That's (27+16)*0.7=30. About 1/4 of our hits were for 2hps, let's grant that to GoW, too. The rest would be for 1hp. OTOH, our defenses are bolstered by 29 artillery (GoW's successful defensive bombard ratio this turn was 60% - plus, they'd be attacking mostly with marines, we were attacking with tanks, so assuming at least 60% hits sounds reasonable).

                      So, let's start with 20 infantry (and 12 now immobile tanks of ours - six of them at 3/x+). Our infantries are now all at 2hp, half of GoW marines attack at 3/4 (odds 48%), the other half at 4/4 (odds 61%). Let's say half of them wins - we are down to 5 infantries and 12 tanks. GoW is left with 19 2/4 infantries (odds to kill a 2/x tank: ~30%, odds to kill a 3/x+ tank: under 15%) and 5 tanks. They would have to win 3 out of 4 attacks to break through - but the odds would be just the other way round.

                      But just for sure, let's try keeping in mind that adding few cannon fodder units here would add extra safety. If there are spare cannon fodder units, we should use them here.

                      Comment


                      • #56
                        To complement the defenses of Jackson, Dye Fields, and our counter-fort (good name anyone? I am kinda stuck with Omaha Beach... but I have no idea whether it's a sensitive topic for people from the US - Dieppe would be a similar name, related to the British... maybe Camp Welcome? Welcome Committee?), we need to set up our defenses for the following turns, too.

                        One of the possible scenarios is that GoW lands the rest of their forces - we would probably have to disband the camp then, just cutting their landing beach from our RR network.

                        Another possible response to our counter-attack can be boarding everything back to the transports, threatening Jackson & Dye Fields again (could force us to abandon Dye Fields).

                        Either way, we better make sure it's impossible to break through into our interior, getting as far as to Red Bricks and Jackson in a single dash.

                        To this effect, following my post earlier in this thread, I suggest planting forests at the following tiles:

                        W-SW of Dye Fields
                        W-NW of Dye Fields
                        SE of Legopolis

                        This will effectively prevent crawling into our interior without taking either Dye Fields or Jackson.

                        9 workers needed to plant three forests.

                        Comment


                        • #57
                          Finishing the Eastern Theatre... we still have 2 DDs in Jackson. I suggest simply bombing the GoW DDs next to the landing beach and hiding back in Jackson again. No need to risk against a stack of DDs (defensive bombard) here. Even if we won, what difference a victory would make? Two dead GoW DDs... out of about 15? Meh...

                          GoW Airfield

                          Now, there is an idea I have been playing with for some time. GoW built an airfield SW-SW of Zenophobia (on those rubber plains). They are only protecting it with three vet cavalries. That tile can be attacked by freshly built marines sailing out from Castlea... a 4/4 marine has 82.2% chances to kill even a 4/4 fortified cavalry...
                          and if we are able to blast those cavalries down a little bit, have a transport route from Castlea ready and an escort waiting... we might actually take those bombers out with little losses...

                          This would be the plan for this turn:

                          1) Rebase all our bombers to Castlea.
                          They could be used to either directly bomb the airfield, or to bomb the 5/5 DD 4xN of Castlea, making her into an easy pick for our BB to be completed in Castlea. Not being able to use the bombers this turn against the GS SoD is one of the drawbacks of this plan.

                          2) move one transport to Castlea and another one to NW of Castlea
                          See the plan for the following turn for an explanation. We could even move more transports to NW of Castlea, to make it look like we are just trying to block the naval access to the city.

                          And on the following turn:

                          3) if GoW reports bombing Castlea (Castlea is the only meaningful target for GoW bombers flying from that airfield - GoW carrier based aircraft will have better targets available), we use the F1 trick to switch 4-5 builds to marines. This is the other drawback of the plan. 4-5 vet marines means 4-5 less 4/4 tanks.

                          4) BBs from Jackson move E-N-N-N-N and bomb the airfield
                          5) DDs from Jackson move E-N-N-N-N and fortify

                          6) marines board the transport in Castlea, move NW, change to the other transport, move N-NE-E-E-E, and attack the airfield, hopefully taking it

                          At this point, we would be free to decide... we could simply move the transport with surviving marines S to join the BB/DD escort. We could land all the marines, hoping to cut the road to that rubber next turn (GoW is unlikely to have decent counter-attack forces there). We could try using our bombers from Castlea to cut the road immediately - or use them to weaken the 5/5 DD, taking her out with our new 4/4 BB sailing out from Castlea...


                          It's just an idea and not without a cost - bombers not available for bombing this turn, 4-5 tanks less... but I thought I'd post it... we need to think and act actively... not just defending against actions of our enemies, but forcing them to defend against our own actions, too.

                          Final Moves

                          To make sure Zargonia is not threatened by a detached GoW fleet (a remote possibility, but still a possibility), we move H.B.S. Artemis (E of Zargonia) NE-NE-NE-SW-SW-SW. That will lift FoW enough.

                          I would probably leave U-J1 where it is (S-SW of Zenophobia). Covers a good deal of the sea - no need to check Jackson radius, since we defend it against the maximum theoretical seaborne attack anyway.

                          U-C1 (new sub from Crossing) to move NE-NE-N-N.

                          Comment


                          • #58
                            We could name it "Fort Stanwix." That was a fortress in New York that withstood the British onslaught during the Revolutionary War
                            I make movies. Come check 'em out.

                            Comment


                            • #59
                              The Western Theatre

                              We have the following goals in the Western Theatre for this turn:

                              a) isolate the GS SoD, preventing extreme combat settling
                              b) make Quanto Mechanico safe from a seaborne attack
                              c) defend Abilene against the GS tanks
                              d) make Abilene safe from a seaborne attack
                              e) sink the GS transport W-NW-NW of Q.M.
                              f) bring as many damaged ships to ports as possible
                              g) sell all Tipperary improvements and disband the city
                              h) prevent the GS explorer from doing harm to us

                              Isolating the GS SoD

                              - 2 horses to move to NW of Abilene; pillage and move to Abilene
                              - horse+cavalry to move to N of Abilene; pillage and move to Abilene
                              - 2 explorers to move to N-NE of Abilene; pillage and move to RR network
                              - 3 cavalry to move to N-N of Abilene; pillage and move to RR network

                              Total units needed: 2 explorers, 3 horses, 4 cavalry

                              Naval Moves - Quanto Mechanico

                              - H.B.S. Tipperary (NW of Sandonorico) to move SW-SW-SW-S-S-SE
                              - H.B.S. Karina (SW of Sandonorico) to move SW-SW-SW-S-SE, bombing the transport along the way
                              - H.B.S. Farmerville and H.B.S. Remus (SW-SW of Sandonorico) to move SW-SW-S-SE-E into Q.M., bombing the transport along the way
                              - H.B.S. Jackson (W of Sandonorico) to move SW-SW-SW, then S, sinking the transport, and SE-SE
                              - H.B.S. Legopolis (S-SW-SW-SW of Forkmouth) to move SE-SE-S-S-SE-E into Q.M.

                              As part of our Operation Forest Bump, we shall plant forest SW of Q.M. and SW of Ahhmyfoot (3+3=6 workers needed).

                              Naval Moves - Abilene
                              - 3 vet transports to move SW of Abilene
                              - H.B.S. Castor & H.B.S. Pollux to move to SW of Abilene, bombing the GS fleet along the way

                              - H.B.S. Panama, H.B.S. Kloreepville & H.B.S. Romulus (SW-SW-SW of Sandonorico) to move SW-S-S-S-S-S
                              - new vet DD from Q.M. to move to W of Abilene

                              This leaves the coastal tile W of Abilene blocked by a 4/4 DD, 2/4 BB, 1/4 BB, and 1/4 DD. The tile SW of Abilene will be blocked by three 4/4 transports and two 1/4 DDs. It's far from bulletproof, but that's all we have there. We should have rushed a 4/4 DD in Tipperary before disbanding it... If GS throws their empty transports at ships surviving the DD attacks (GS has 1/4, 2/4, and 3/4 DD within the striking range), they could actually break through the seawall, allowing their marines to strike at Abilene... a scary thought, indeed.

                              Come to think of it... maybe we should use our bombers to bomb the GS fleet. We will most likely lose one or two to the fighter escort, but every hp off those DDs would be golden. Yeah, that's what we should do. The landed SoD can wait.

                              Abilene Defenses

                              All available infantries not defending our East Coast (54 of them, IIRC) to fortify in Abilene. All 8 arty pieces to bombard to GS SoD N-NW of the city. If we chose not to attack the GoW airfield, all three bombers to bomb the GS SoD. Spare cannon fodder units (not many, I think) to be divided roughly 50:50 between the counter-fort and Abilene.

                              Blocking the GS explorer

                              Units must be parked on the line connecting Q.M. and Ahhmyfoot, and Abilene and Ahhmyfoot. Total of 7 tiles to block (one of them will be blocked by workers just having planted forest, though), so 6 units needed.
                              Last edited by vondrack; December 6, 2004, 18:36.

                              Comment


                              • #60
                                Builds

                                There are few things we need to consider when planning our builds. First, 2 turns from now, we will be able to finish civil defenses. Civil Defense is a big deal, granting 50% extra defense to city defenders. That's huge. We should plan for finishing civil defenses at least in the cities under direct threat on the very turn we discover Radio - Quanto Mechanico, Abilene, maybe Ahmyfoot in the West. Jackson, Dye Fields, Zargonia in the East.

                                Quanto can do 120S civil defense in a single turn (with a bit of rushing). Abilene will need 2t and some rush gold, just like Ahhmyfoot. Jackson should be able to finish it in 1t (disband/shortrush needed) unless we lose the plant or factory, Dye Fields will need 2t. Zargonia should only need a single turn.

                                Second, our supplies of obsolete units are running thin - and at the same time, we are going to need quite a lot of 3-movers to cut roads around the SoDs... so generally, I'll try to disband as few cavs as possible.

                                And third, I suggest we put the luxury slider to 20%. We are likely to be hit by an enormous number of units, suffering a lot of WW - it's likely that we will go down a level on the WW ladder. "Wasting" ~160g is negligible to having half of our cities riot next turn. I will ask Vox for some extra funds, they offered more help.

                                Legopolis - let's build a 1t settler here. Another fighter would need a disbanded cav to finish. The city has two specialists ATM, and after using one of our stocked settlers for Fort Stanwix, we will only have one left. A settler should complete even if we are hit with more bombardment.

                                Jackson - disband cavalry, build 1t tank; if hit by bombardment, switch to 1t infantry or shortrush to 30S during the F1 trick phase, sticking to the tank build.

                                Farmerville - 1t worker

                                Panama - disband cavalry, build 1t tank

                                Red Bricks - 1t tank

                                Forkmouth - disband cavalry, shortrush to 30S (40g), and do a 1t tank here

                                Karina - 1t tank

                                Zargonia - let's risk a bit this turn and try a 1t tank here; should we fail, we turn the build into a 2t BB

                                Dye Fields - a 120S prebuild (for civil defense)

                                Sandonorico - max shields out and switch to explorer (to be finished in 1t)

                                Logville - disband cavalry, build 1t tank

                                Sharpehaven - disband cavalry, build 1t tank

                                Oasis - 1t cavalry (or 1t artillery?)

                                Tarzania - disband cavalry, shortrush to 30S (40g), try 1t tank; should we fail, we do airport here next turn

                                Camp David - another 1t explorer

                                Kloreepville - 1t tank

                                Ahhmyfoot - 2t civil defense or tank

                                Crossing - 3t submarine

                                Tiberium - 2t tank or DD

                                Q.M. - disband cavalry, shortrush to 30S (40g) and do a 1t tank

                                Abilene - 2t tank or civil defense

                                Horsefish - not sure; probably a 2t infantry (leave as is)

                                Castlea - shortrush to 180S (60g), all labourers to shield generating tiles, switch to BB

                                Tipperary - sell all improvements, disband city

                                Port Hammer - another 1t worker

                                So... that's 7 disbanded cavalries and 180g for shortrushing (minus some change for Tipperary city improvements). Up to 11 new vet tanks next turn.

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