SD's goddamn Banana and JR4's delay at playing his turn was killing me the last 18 hours or so, but it was all worth it. I got the Great Artist, my cities survived, better than I expected too, and unless something very strange indeed happens, I've won this game.
Does anyone know what will actually happen when DZ hits end turn? When was the last time someone actually completed a Victory Condition in a pitboss on RB?
In any case, everyone attacked last turn and this turn, as I predicted, but did a lot worse that I thought they would. Wetbandit in particular lost a lot, it actually looked as though he gave up with his Artillery at one point, when they started dealing next to no collateral damage, and started in with his Tanks. Which didn't have a lot of success:
Later on he started to kill more units, but not a lot. My Machine Guns were the stars of this defense.
Then SD attacked with everything, including his naval forces by Vanillaisis:
And didn't do very well either.
Finally, JR4 attacked my cap with a few units from Transports, losing them all.
I got 3 GGs from all that fighting, all of which I settled in Vanillaisis for some extra culture.
It looks like my simulations on the effectiveness of the Artillery was correct. I did think about attacking Wetbandit's stack with my own Artillery, but he still has all those MGs, and nothing I had would actually be able to kill enough of them to get to his Tanks. So I just moved the healthy defenders from Vanillaisis in, to replace the healthy Infantry I moved from my cap to Yokel Haram. Wetbandit still has a decent number of healthy Tanks, but it doesn't matter, I just have too many units.
Here's the current stats on units killed and lost during this final war:
I've killed 132 Tanks this game, almost all of them while on the defense. I don't think this is how most people expect warfare in this era to go, but the incredible slow-down of teching meant that there was a massive build-up on all sides of Machine Guns, units which don't normally get built in great numbers.
And they really do have a huge impact on defense thanks to their immunity from collateral damage. I think that in the period between Machine Guns and Bombers, the defender actually has the advantage.
Imagine if I had built 50 less Infantry and 50 more Machine Guns, or hadn't even bothered with Tanks and just built more ATs and MGs and Infantry. I could have skipped Industrialism, and started the culture slider a lot earlier, or upgraded a lot more units.
Does anyone know what will actually happen when DZ hits end turn? When was the last time someone actually completed a Victory Condition in a pitboss on RB?
In any case, everyone attacked last turn and this turn, as I predicted, but did a lot worse that I thought they would. Wetbandit in particular lost a lot, it actually looked as though he gave up with his Artillery at one point, when they started dealing next to no collateral damage, and started in with his Tanks. Which didn't have a lot of success:
Later on he started to kill more units, but not a lot. My Machine Guns were the stars of this defense.
Then SD attacked with everything, including his naval forces by Vanillaisis:
And didn't do very well either.
Finally, JR4 attacked my cap with a few units from Transports, losing them all.
I got 3 GGs from all that fighting, all of which I settled in Vanillaisis for some extra culture.
It looks like my simulations on the effectiveness of the Artillery was correct. I did think about attacking Wetbandit's stack with my own Artillery, but he still has all those MGs, and nothing I had would actually be able to kill enough of them to get to his Tanks. So I just moved the healthy defenders from Vanillaisis in, to replace the healthy Infantry I moved from my cap to Yokel Haram. Wetbandit still has a decent number of healthy Tanks, but it doesn't matter, I just have too many units.
Here's the current stats on units killed and lost during this final war:
I've killed 132 Tanks this game, almost all of them while on the defense. I don't think this is how most people expect warfare in this era to go, but the incredible slow-down of teching meant that there was a massive build-up on all sides of Machine Guns, units which don't normally get built in great numbers.
And they really do have a huge impact on defense thanks to their immunity from collateral damage. I think that in the period between Machine Guns and Bombers, the defender actually has the advantage.
Imagine if I had built 50 less Infantry and 50 more Machine Guns, or hadn't even bothered with Tanks and just built more ATs and MGs and Infantry. I could have skipped Industrialism, and started the culture slider a lot earlier, or upgraded a lot more units.