In the unlikely event that PB13 ever starts again (Scooter and Mack both tried to log in this morning but will have been stuck in diplo-pauses c/o me
) these are your instructions:
1. If Mackoti logs in before the turn rolls and accepts our OBs offer then log in quick and unload all the units on the seven transports onto the drop off point (there is a nav II promo available on the ones without any movement left)
2. If not: Play after dtay
3. Also: Play after Mackoti so that we have OBs and can do the drop off in his land
4. Move all the spies to the "Spies here" tile
5. Then load the 2 Infantry, 17 Artillery and 6 MG in Tet onto the fleet. It could do with another couple of MGs from somewhere else too and get the fleet onto the stage tiles (the 5-movers need to be on the "slow stage" tile)
6. Next turn unload everything onto the target hill and use the spies to destroy the railroad on the "Spies here" tile
7. The turn after kill or capture Jetboy!
8. Meanwhile make it look like we're doing proper stuff with the western fleet, look out for the two destroyers dtay has in Corinth - in fact use the Infantry in 6th Isonzo to destroy them. Our Commando Infantry are on a boat over here which can head up to gift to Commodore if you feel like it. Otherwise they can be ferried back to the mainland and get to the eastern front in a couple of turns.
I've got the railroads on our borders filled with units that I hope dtay doesn't want to swap Commando Infantry for. It's not the best defense ever, but it'll have to do...
Alternatively just pause the game. No-one will notice
. I'll be back on Monday afternoon. I'll have my phone with me though so will be able to comment here and in PB18.

1. If Mackoti logs in before the turn rolls and accepts our OBs offer then log in quick and unload all the units on the seven transports onto the drop off point (there is a nav II promo available on the ones without any movement left)
2. If not: Play after dtay
3. Also: Play after Mackoti so that we have OBs and can do the drop off in his land
4. Move all the spies to the "Spies here" tile
5. Then load the 2 Infantry, 17 Artillery and 6 MG in Tet onto the fleet. It could do with another couple of MGs from somewhere else too and get the fleet onto the stage tiles (the 5-movers need to be on the "slow stage" tile)
6. Next turn unload everything onto the target hill and use the spies to destroy the railroad on the "Spies here" tile
7. The turn after kill or capture Jetboy!
8. Meanwhile make it look like we're doing proper stuff with the western fleet, look out for the two destroyers dtay has in Corinth - in fact use the Infantry in 6th Isonzo to destroy them. Our Commando Infantry are on a boat over here which can head up to gift to Commodore if you feel like it. Otherwise they can be ferried back to the mainland and get to the eastern front in a couple of turns.
I've got the railroads on our borders filled with units that I hope dtay doesn't want to swap Commando Infantry for. It's not the best defense ever, but it'll have to do...
Alternatively just pause the game. No-one will notice

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