Legoland Defense Analysis, 1200 BC
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Overview:
This report is inteded to give a run-down of the overall state of our military, it's ability to defend our lands, and some brief comparison with other known civilizations. I will not reiterate too much from the earlier analysis, but will instead focus on new developments.
Current Standing Forces:
4 - Warriors
1 - Archer
7 - Num. Mercs.
1 - Galley
Available Strat. Resources:
1 - Horse (connected next turn)
1- Iron (not yet connected, but will be shortly.)
Legopolis
Our capital is currently defended by 1 Num. Merc. Being well inland, and with easy access to three other cities, there is little change needed. However, Legopolis will make the perfect staging ground for any rapid response force in the north. This will be discussed further later in the report.
Panama
Panama is currently defended by 1 warrior. Panama is also our only city with a barracks. Furthermore, Panama also has both of our strat. resources within its borders. Basically, this makes Panama incredibly important. Fortunately, Panama is also a very difficult city to get to for any would-be invaders, so its current defenses are adequete.
In the near future, Panama will be an excellent training ground for our rapid-response forces, being able to produce veterans from the get-go. I would suggest that in the near future, Panama be devoted to producing several horsemen to form the core of our RR forces.
Jackson
Since the last report, Jackson has been reinforced with a 2nd Num. Merc. Being the likely landing point of any northern-approaching attackers, Jackson now has relatively strong defenses to deal with threats. Furthermore, once RRs are based in Legopolis, Jackson will be very easily reinforced.
RedBrick
Num. Merc. Jungle surroundings. Safe.
Farmerville
Currently only defended by an archer, I would like to see this city eventually get a Merc. of its own. However, that is not urgent as it is a very inland target. Farmerville's position makes it a perfect base of operations for a central RR force.
Forkmouth
Forkmouth is currently undefended. It will have a warrior in 4 turns, and a Num. Merc within 3 spaces if the need arises. Once the warrior is complete, I think it would be in our best interests to switch the warrior and the Merc. No use leaving a powerul defender on barb. sentry duty when a warrior will be available.
Karina
Soon to be settled, Karina will have a Merc. from the start. Karina will also have a road ready-made leading to it, greatly increasing the ability to reinforce it quickly. Once built, Karina will be the obvious base for southern RR forces.
Zargonia Bay
When built, Zargonia Bay will be a key in deterring any landings from the East. I would suggest having two Mercs based there as soon as possible, as well as a barracks when time permits.
Logville
Another key blockade against landings from southern Bob (read: RP), Logville shoud also have two Mercs in case of suprise landings.
Summary
Currently, our cities are well defended, barring any overhwhelming invasion force, which I see as being unlikely in the short term. The more important issue is dealing with anyone who tries to settle our lands, or launches a limited suprise attack to try and cripple one of our cities. For this, I suggest we ready several Rapid Response Forces.
Operation Zephyr
Operation Zephyr calls for the deployment of three RR task forces based in three main cities, covering the three regions of Legos (Sharpe, this is essentially your plan also ) Region I would be the northern sector, with a base in Legopolis. Region II would be the central sector, based in Farmerville. Region III would be the southern lands, based out of Karina.
Each RR force would consist of, at minimum, three horsemen, with at least 1 veteran in each squad to begin with. Economically speaking, we currently have forces of 21 units, out of an allowed 24. Of those, 2 units are settlers, which will soon be converted to cities, giving us a total of 19 units out of 32. One warrior pending gives us 20 out of 32. So, for the next round of cities, we have 12 units leeway on the support front. Hence, 9 horsemen will be no burden (under despotism.).
These RR forces will be able to reach any cities in their region within 1-2 turns (except Zargonia, which is currently 4 turns with no roads.). Other unsettled portions of the regions can be reached in 4 (except the Dyepatch Jungle, which, if someone really wanted to settle there, we could just send in heavier forces...). The only problem area is the far SW tip of Legos, which is currently very remote. Our next wave of settlers should focus on that area, as well as having a worker dispatched to begin roading. The only other problem area is Legos Minor, which is fortunately fairly inhospitable to settlement, save for a small area. If the need arises, a troop ship could quickly be dispatched from Panama, though I see this scenario as highly unlikely.
That concludes my analysis; I hope to hear all of your input on it soon.
----------------------------------------------
Overview:
This report is inteded to give a run-down of the overall state of our military, it's ability to defend our lands, and some brief comparison with other known civilizations. I will not reiterate too much from the earlier analysis, but will instead focus on new developments.
Current Standing Forces:
4 - Warriors
1 - Archer
7 - Num. Mercs.
1 - Galley
Available Strat. Resources:
1 - Horse (connected next turn)
1- Iron (not yet connected, but will be shortly.)
Legopolis
Our capital is currently defended by 1 Num. Merc. Being well inland, and with easy access to three other cities, there is little change needed. However, Legopolis will make the perfect staging ground for any rapid response force in the north. This will be discussed further later in the report.
Panama
Panama is currently defended by 1 warrior. Panama is also our only city with a barracks. Furthermore, Panama also has both of our strat. resources within its borders. Basically, this makes Panama incredibly important. Fortunately, Panama is also a very difficult city to get to for any would-be invaders, so its current defenses are adequete.
In the near future, Panama will be an excellent training ground for our rapid-response forces, being able to produce veterans from the get-go. I would suggest that in the near future, Panama be devoted to producing several horsemen to form the core of our RR forces.
Jackson
Since the last report, Jackson has been reinforced with a 2nd Num. Merc. Being the likely landing point of any northern-approaching attackers, Jackson now has relatively strong defenses to deal with threats. Furthermore, once RRs are based in Legopolis, Jackson will be very easily reinforced.
RedBrick
Num. Merc. Jungle surroundings. Safe.
Farmerville
Currently only defended by an archer, I would like to see this city eventually get a Merc. of its own. However, that is not urgent as it is a very inland target. Farmerville's position makes it a perfect base of operations for a central RR force.
Forkmouth
Forkmouth is currently undefended. It will have a warrior in 4 turns, and a Num. Merc within 3 spaces if the need arises. Once the warrior is complete, I think it would be in our best interests to switch the warrior and the Merc. No use leaving a powerul defender on barb. sentry duty when a warrior will be available.
Karina
Soon to be settled, Karina will have a Merc. from the start. Karina will also have a road ready-made leading to it, greatly increasing the ability to reinforce it quickly. Once built, Karina will be the obvious base for southern RR forces.
Zargonia Bay
When built, Zargonia Bay will be a key in deterring any landings from the East. I would suggest having two Mercs based there as soon as possible, as well as a barracks when time permits.
Logville
Another key blockade against landings from southern Bob (read: RP), Logville shoud also have two Mercs in case of suprise landings.
Summary
Currently, our cities are well defended, barring any overhwhelming invasion force, which I see as being unlikely in the short term. The more important issue is dealing with anyone who tries to settle our lands, or launches a limited suprise attack to try and cripple one of our cities. For this, I suggest we ready several Rapid Response Forces.
Operation Zephyr
Operation Zephyr calls for the deployment of three RR task forces based in three main cities, covering the three regions of Legos (Sharpe, this is essentially your plan also ) Region I would be the northern sector, with a base in Legopolis. Region II would be the central sector, based in Farmerville. Region III would be the southern lands, based out of Karina.
Each RR force would consist of, at minimum, three horsemen, with at least 1 veteran in each squad to begin with. Economically speaking, we currently have forces of 21 units, out of an allowed 24. Of those, 2 units are settlers, which will soon be converted to cities, giving us a total of 19 units out of 32. One warrior pending gives us 20 out of 32. So, for the next round of cities, we have 12 units leeway on the support front. Hence, 9 horsemen will be no burden (under despotism.).
These RR forces will be able to reach any cities in their region within 1-2 turns (except Zargonia, which is currently 4 turns with no roads.). Other unsettled portions of the regions can be reached in 4 (except the Dyepatch Jungle, which, if someone really wanted to settle there, we could just send in heavier forces...). The only problem area is the far SW tip of Legos, which is currently very remote. Our next wave of settlers should focus on that area, as well as having a worker dispatched to begin roading. The only other problem area is Legos Minor, which is fortunately fairly inhospitable to settlement, save for a small area. If the need arises, a troop ship could quickly be dispatched from Panama, though I see this scenario as highly unlikely.
That concludes my analysis; I hope to hear all of your input on it soon.
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