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[Spoilers] Fintourist and Old Harry have nothing to see here

Turn 239

2MetraNinja took peace. Railroads got built. And this stack is the perfect distance away to murder Koniggratz. I'll do some research into what would stop it tomorrow.


Meanwhile I want to get Military Science as our next tech - I don't think we're getting to Artillery in time for it to help, and our 14XP Infantry/Rifles/Muskets just need one <86% win to unlock commando, which, given the railroads that Mack has been building willy-nilly, could be the way to genuinely hurt him... Again I'm sleep deprived, so please tell me this could work!

I'll finish off the turn in the morning. It may look as though I've been logged in for about three hours, but Young Harry made sure I only actually played about thirty minutes of that rolleye
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(May 8th, 2014, 20:09)Old Harry Wrote: Meanwhile I want to get Military Science as our next tech - I don't think we're getting to Artillery in time for it to help, and our 14XP Infantry/Rifles/Muskets just need one <86% win to unlock commando, which, given the railroads that Mack has been building willy-nilly, could be the way to genuinely hurt him...

My first reaction is that because we don't get Commando units out of the gate unlocking that promo is not worth those beakers yet and we're not yet sure that we won't reach Artillery, which would be pretty awesome so that we could bring our siege and navy to next level (assuming we get oil somewhere). How many turns of research Mil Sci demands? That could something that we could get quickly if we war really starts and our units actually reach that 17 XP?
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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And also, 17 two-movers is something we should be able to stop pretty easily so that König does not fall on the first turn of war, and I'm pretty sure that killing those 40 units immediately won't really be a problem either if they enter our lands. However, if mack attacks here via land I guess it's safe to assume that there will be more units joining.

Still couple of turns guaranteed peace left.. popcorn
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Turn 239 cont.

Not sure what this means... I presume it's a bluff to make us think he won't attack. If its sincere then lets get enforced peace with Mack in three turns and have a serious think about destroying dtay with our suddenly huge military. hammer


Military Science is 5000 beakers - about one and a half turns of 100% research. Mack doesn't have research visibility, but dtay does, so we might want to hide the fact we're researching it using Drama (500 beakers). Obviously we don't want to get it unless we've got some units with 17XP - we have 6 14XP Infantry and need 35 XP for the next GG, which would mean six commando units... So let's keep this as a backup plan for when the fighting starts.

Right now we have 5142 gold, 100% research is 700 gpt, so that's seven turns of research. We can get Physics in three and Artillery in four, if we don't want to do any more upgrades (I did a handful of obvious ones), or we can save money for the flexibility. At Artillery we need cash to upgrade our cats and cannons, so I left us on 0% again for this turn. For destroyers Mack and Commodore are the only ones with Combustion right now and Com only has one source of oil, so it'd be a bit of an ask for him to gift it to us for ten turns. Hopefully Scooter will get Combustion soon...

On the island we have 11 cities, but I'm only really concerned for France and Omdurman. The melee and gunpowder units can all upgrade to infantry, I've highlighted the ones that can upgrade to Machine Guns too. There are:

MG: 5 in production
Infantry: 12
Rifles: 2
Muskets: 11
Pikes: 4 (upgrade to MG)
Maces: 1 (upgrade to MG)
Ax: 2 (upgrade to MG)
Bow: 7 (upgrade to MG)
LB: 2
Cat: 10
Can: 1
Cuir: 3
Knig: 2


On the mainland all our decent coastal cities are threatened - Agincourt, BoP, Cannae, Jamestown, Somme and Ulm by Mack, Midway by dtay. Also Konig and Tet are threatened by two-movers. We have:
MG: 3 (lots in production)
Infantry: 29
Rifles: 11
Muskets: 20
Pikes: 2 (upgrade to MG)
Maces: 1 (upgrade to MG)
Ax: 10 (upgrade to MG)
Bow: 11 (upgrade to MG)
LB: 9
Cat: 18
Can: 18
Cuir: 20
Knig: 13
Cav: 20
+ medic chariot + 2 sentry chariots


I thought we should get at least three Machine Guns in BoP, Cannae and Jamestown (using upgrades from Pikes and Maces where necessary) along with another five Infantry in each city, to make it impossible to boat them, then we need all the cats to be cannons in case he lands 40 units next to a city...

Oh boy, what I wouldn't give for Police State right now...


Demos and power




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Hasn't mack used that before for a NAP (20t)?
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(May 9th, 2014, 16:36)TheHumanHydra Wrote: Hasn't mack used that before for a NAP (20t)?

He has, but his power spike and the way his forces are located (in ideal positions to hit us) makes me think that it's a bluff this time. I'd love it if it wasn't, but I can't see it...
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Best accept it just in case and keep preparing ...
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I just realized you're pitted against Mack with a city named Ulm. Good omens!
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Is Mackoti Austrian?
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I think he's Romanian. I was referring to the Austrian marshal at the battle :P
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