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

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 rolleye ) 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 rolleye. 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.
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Sure thing! Enjoy and relax! It seems mack has not yet logged in and accepted OBs so I'll play after him & dtay tomorrow!
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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I played the turn according to your instructions, here are quick comments:

1. Note that 7-mover transports are still empty at the pick-up tile (I used them for chaining units into slower 5-mover transports as I did not want to build a railroad next to Jamestown. They have enough movement so that they can get their own troops next turn and still reach the staging tile.
2. Jamestown completes a transport this turn so you can add 4 further units to our invasion troop, GG medic is a potential choice
3. I'm pretty sure that pillaging that one road with spies won't be enough to keep dtay's kanone out of battle, they can still use normal roads (6 railroad tiles + 1 normal road is just below the full movement point and those kanone can attack our planned target tile). Consequently you might need to land on the flat land E of Jetboy, but obviously the lack of defensive bonus is a bad thing.. I think that's something you need to check! I wonder if it's possible to destroy roads NW, W and SE of the "target" tile.. crazyeye
4. Bad news: I misclicked our transport in the west and landed our infantries next to dtay's 2 destroyers instead of killing them.. duh Krill is building railroads in the area so there is a chance that I can still kill them this turn and no harm is done, but otherwise duh
5. Peace with scooter, maps traded with commodore, he gifted us another airship nod

I'll finish the turn a bit later today and see if I can kill dtay's destroyers and double-check our defenses..
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Excellent work on the transports.

A unit from our 2metra beachhead should kill the destroyers easily.

Destroying that railroad is partly to force him to attack from flat ground if he does. The units we'll be unloading won't be vulnerable to cannon, so its infantry we need to worry about...

thumbsup
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(June 28th, 2014, 09:01)Old Harry Wrote: A unit from our 2metra beachhead should kill the destroyers easily.

Actually they could not quite reach Thebes where dtay's 2 destroyers were located this turn. Here is the theater for amusement: smoke




1. You can see 4 infantries SE of Thebes (on city ruins), which I accidentially unloaded there.. duh
2. The tiles N-N and N-NW of our 6th Isonzo were not railroaded at the start of this turn, which prevented our infantries from reaching Thebes..
3. We only had 1 worker in 6th Isonzo, but I started railroading the farm N-N of 6th Isonzo in the hope that 2metra realizes what we are aiming at and is willing to co-operate in murdering dtay's ships. crazyeye
4. As you can see, either he noticed or just wanted to railroad the area anyways (his nearby workers were on railroading duties), and I was finally able to destroy our arch enemy, "The Blue Baron" and a random destroyer.. lol

Quote:Destroying that railroad is partly to force him to attack from flat ground if he does. The units we'll be unloading won't be vulnerable to cannon, so its infantry we need to worry about...

Good, I just wanted to make sure that you were not counting on those kanone not reaching us.. nod

I probably ask for a pause tomorrow and leave the next turn for you, but let's see. I might have enough time to play next turn fairly focused as well especially if you want (e.g. if you think that your Monday will be busy as well).
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Something fitting about the Blue Barron, like the Graf Spree before her, scuttled in a neutral port rather than sunk in battle at sea.
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twirl
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Turn 265

I'm trying to make it look like we're attacking Central City next turn. I doubt he'll buy it...


This is the real plan. Landing at Target next turn. Unfortunately Dtay has been upgrading the Kannone to Artillery popcorn.


We're due a great person next turn. What do you want to do with him?


I'm tempted to swap out of Bureau next turn.


We could get Liberalism this turn for Environmentalism. Biology would be three turns, Industrialism is fifteen turns away, so Rocketry (nine turns) and Combustion/Flight (sixteen turns) are probably better bets. Scooter isn't going to play for ages so we can change this this evening...

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popcorn

If it's a GM send to a nearby plako city?

Regarding tech choices I have a feeling that we need something that works against bombers if we want to remain at least somewhat spiky in the future as well.. I trust that you have currently a lot better overall feeling about the game so I'm going to rely on your judgement here wink

Try not get all our units annihilated! popcorn
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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

(July 3rd, 2014, 08:34)In the tech thread scooter Wrote: Sorry guys, I'll try to get this at lunch.


Honestly, I just have no time whatsoever for this game. I've asked for a replacement and even sought a few out specifically, but it just hasn't come. I'm not really sure what to say, but over half of my last 20 turns I've basically hit enter without even moving anything because I just don't have the time. I'm genuinely happy to concede or draw or whatever it takes to end my involvement in this as fast as possible. I feel bad saying that, but keep in mind we've been at this for 11 months and counting now, which is the longest game we've had here. Most sane projections would have had this game ending in March or something. It's no coincidence that I've basically grown more and more invisible around these forums for the last couple months.

Willing to keep pressing enter and queuing builds, but these slowdowns may continue as long as I'm being relied on to play Viking turns.

Mack doesn't seem to be too keen on playing turns either, so we could just declare plako the winner...
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