Turn 257
Not much going on on the dtay front. He didn't even deign to kill our Axe and Catapult. If we can pillage the railroad on the indicated tile I'd feel a lot safer from Commando strikes. To do that we'd either need two expendable Woody II units or to move our whole stack onto the forest. We have one WII spear, so this turn I'm going to put the axe on the tile to see if dtay is paying attention. I had the rest of the stack fall back after this pic as our boats aren't pinning his infantry any more and he could do us a lot of damage with 50 of those guys.

Meanwhile 2mn just revolted out of Slavery and Nationhood. In my book that's just asking for it... First we airshipped his knights:

Then...
Amphi Inf vs Pinch Knight 96% WIN 2 hits

Amphi Inf vs Pinch Knight 96% WIN no hits!
Amphi Inf vs C2 Knight 99% WIN with 5 hits!
C3 Pinch Amphi Inf vs C2 Knight 99% WIN 2 hits
C4 Inf vs C1 Knight 96% WIN one hit and can promote to Commando next turn
Amphi Inf vs C1 Knight 99% WIN no hits
Amphi Inf vs C1 Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN two hits
Amphi Inf vs C1 Knight 99% WIN three hits
Amphi Inf vs Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN one hit
Amphi pinch Inf vs injured C2 Knight 99% WIN no hits
Pinch amphi Cav vs injured C2 knight 97% WIN one hit
Amphi Inf vs injured C2 knight 99% WIN one hit

Unpromoted 5XP Inf gets 95% vs the final injured cav, (then can promote CGII and annoy 2mn by sitting in that fort)... LOSS

The final guy wins unscratched and promotes to CG1. We were so close to a clean sweep
- but Rival average power dropped by 43k = 230k - that's 150k of units inside the 80k of boats
. When FT worked that out I thought he was about to pop with joy! And fingers crossed that 2metra thinks that we were only after his fleet, imagine the mischief that these chaps can do next turn
.

I'll tell you the plan for next turn now, so that we get kudos even if something goes wrong in the mean time... We airship four of the six Rifles in Mycenae, then our Amphi Infantry finish them all off, we keep the city and use three commando Infantry to take Deserted Prophet and burn Mercy of Kannon. Two worker railroad NW of Mycenae and the fourth commando Inf burns Gateway to Glory. Then we artist bomb DP, land all remaining units in Mycenae and start ferrying reinforcements from the islands.

2Metra still has a huge army but its about an eighth smaller after this turn
. And if we can split it in two and give him culture to wade through then the 20 or so units we can land initially should hold out until our reinforcements can arrive.

On our other two fronts we've got dtay's fleet boxed in and enough units on the main front that he won't be making any ground over there while we're busy here, the worry is that Mackoti will notice our border with him has emptied over the last few turns and turn up with Marines and Tanks in five turns time. If that looks likely we'll have to try to sign peace with dtay and focus back onto that border. Which would be a shame as I'd like to support Commodore a lot better than we have so far (we've barely killed a single unit on the mainland). I think Mack will stick to his "promise" of 35 (I think) more turns of peace though.
One final puzzle - a settler could be handy, but why is this food being spent on building him rather than feeding the starving population? (Don't worry, I set it to all hammers after taking this shot...)

Edit: Happy now FFP?
Not much going on on the dtay front. He didn't even deign to kill our Axe and Catapult. If we can pillage the railroad on the indicated tile I'd feel a lot safer from Commando strikes. To do that we'd either need two expendable Woody II units or to move our whole stack onto the forest. We have one WII spear, so this turn I'm going to put the axe on the tile to see if dtay is paying attention. I had the rest of the stack fall back after this pic as our boats aren't pinning his infantry any more and he could do us a lot of damage with 50 of those guys.

Meanwhile 2mn just revolted out of Slavery and Nationhood. In my book that's just asking for it... First we airshipped his knights:

Then...
Amphi Inf vs Pinch Knight 96% WIN 2 hits

Amphi Inf vs Pinch Knight 96% WIN no hits!

Amphi Inf vs C2 Knight 99% WIN with 5 hits!

C3 Pinch Amphi Inf vs C2 Knight 99% WIN 2 hits
C4 Inf vs C1 Knight 96% WIN one hit and can promote to Commando next turn

Amphi Inf vs C1 Knight 99% WIN no hits

Amphi Inf vs C1 Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN two hits
Amphi Inf vs C1 Knight 99% WIN three hits
Amphi Inf vs Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN one hit
Amphi pinch Inf vs injured C2 Knight 99% WIN no hits

Pinch amphi Cav vs injured C2 knight 97% WIN one hit
Amphi Inf vs injured C2 knight 99% WIN one hit

Unpromoted 5XP Inf gets 95% vs the final injured cav, (then can promote CGII and annoy 2mn by sitting in that fort)... LOSS


The final guy wins unscratched and promotes to CG1. We were so close to a clean sweep




I'll tell you the plan for next turn now, so that we get kudos even if something goes wrong in the mean time... We airship four of the six Rifles in Mycenae, then our Amphi Infantry finish them all off, we keep the city and use three commando Infantry to take Deserted Prophet and burn Mercy of Kannon. Two worker railroad NW of Mycenae and the fourth commando Inf burns Gateway to Glory. Then we artist bomb DP, land all remaining units in Mycenae and start ferrying reinforcements from the islands.

2Metra still has a huge army but its about an eighth smaller after this turn


On our other two fronts we've got dtay's fleet boxed in and enough units on the main front that he won't be making any ground over there while we're busy here, the worry is that Mackoti will notice our border with him has emptied over the last few turns and turn up with Marines and Tanks in five turns time. If that looks likely we'll have to try to sign peace with dtay and focus back onto that border. Which would be a shame as I'd like to support Commodore a lot better than we have so far (we've barely killed a single unit on the mainland). I think Mack will stick to his "promise" of 35 (I think) more turns of peace though.
One final puzzle - a settler could be handy, but why is this food being spent on building him rather than feeding the starving population? (Don't worry, I set it to all hammers after taking this shot...)

Edit: Happy now FFP?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
In progress: Rimworld