Started a game this weekend with only 4 other civs. Strangely it is more challending than with 7 other civs as they are stronger. {couldn't find how to get 16 civs, so tried 5}.
Environment-- 3 civs left, 2 on one continent and I am on another. We are about equal in score and power and close in techs. { Ger == (Aztex + Persia) }. Southern civ is the stronger of the two. They have a MPP.
Picked out 4 good landing zones, East and West for each civ, not too close to capital.
I will have 12 transports and besides 1 settler in each strike force, will have calvary and some infantry and tanks.
Now which would work best:
Option 1-- time so all 4 hit the beaches at the same time.
Option 2--
Turn DDay: NE, SW zones
DDay +1 : NW zone
DDay +2 : SE zone
Option 3--
DDay : NW zone
DDay +1 : SW zone
DDay +2 : NE zone
DDay +3 : SE zone
Goal is simply to have one successful beachhead, where I can plant a city on a hill and rush an airport for reinforcements. Even with transports having a move of 6, it takes 2-4 turns to get across the seas.
Environment-- 3 civs left, 2 on one continent and I am on another. We are about equal in score and power and close in techs. { Ger == (Aztex + Persia) }. Southern civ is the stronger of the two. They have a MPP.
Picked out 4 good landing zones, East and West for each civ, not too close to capital.
I will have 12 transports and besides 1 settler in each strike force, will have calvary and some infantry and tanks.
Now which would work best:
Option 1-- time so all 4 hit the beaches at the same time.
Option 2--
Turn DDay: NE, SW zones
DDay +1 : NW zone
DDay +2 : SE zone
Option 3--
DDay : NW zone
DDay +1 : SW zone
DDay +2 : NE zone
DDay +3 : SE zone
Goal is simply to have one successful beachhead, where I can plant a city on a hill and rush an airport for reinforcements. Even with transports having a move of 6, it takes 2-4 turns to get across the seas.
Comment