Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

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

Feel free to post that we prefer to continue the struggle and crush our opposition, but if the concession is unanimous, we might consider accepting it.. mischief

More seriously, as you are currently taking care of our turns and devoting so much time into it, I think it's up to you to decide what's our stance re continuing the game. I can cover turns here and there, but taking care of our PB18 turns is more or less the maximum time that I can spend for civ on regular basis. That being said, if the game continues and we proceed with the dtay attack let's try to catch each other in chat. There is no way I'm allowing you to take full credit for another mad naval invasion! crazyeye
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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

What if it all goes horribly wrong? tongue
Reply

(July 3rd, 2014, 16:21)Old Harry Wrote: What if it all goes horribly wrong? tongue

Ha! I'll disappear from this thread for weeks and leave you with all the blame!

Of course.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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

Turn 266

We got that merchant, then our spies set out to put the railroad hill out of action. It only took four of them to destroy the mine and the railroad rolleye. To be a bit more clear here, Dtay has 18 Infantry, 5 Cavalry, 30 Kannon and 17 Artillery in range of our target.


We have 18 Artillery, 7 Machine Guns and 3 Infantry to put on the hill. By removing the hill railroad he now needs to hit our stack from a coastal tile (most likely within Jetboy) which our Amphi units can hit next turn. We have 29 Amphi Inf and 2 Amphi Cav. So many Artillery makes things a lot more uncertain than a couple of turns ago so I need to sim out what is likely to happen... Back in a bit.
Reply

Turn 266 pt 2

The sims are inconclusive, I think if dtay wants to he can melt our Arty/MG stack at the cost of his Kannone and Arty stack, but then our amphi units should shred his stack in return. Perhaps. So lets just go for it bang. First off we stick all our airships in range of the battlefield, then we land our 18 Arty, 3 Infantry and 7 MGs on the hill and load all our Amphi units onto the boats (which look as though they are heading back to the mainland to pick up more units to lull dtay into that false sense of security...)


Next we gift a transport full of commando Inf to Commodore and offer a new Iron for Iron trade. I'm hoping this will allow him to attack the northern core cities that dtay isn't protecting...


Then we cross our fingers and toes... Oh, and put research onto Rocketry - partly for SAM infantry, partly for the Guided Missile. Hmmm.
Reply

popcorn bang
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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

Plan didn't work - dtay wiped out the stack (18 Arty, 7 MG, 3 Inf) at a cost of 4 Cavalry, 3 Arty and 7 Infantry. He also stuffed 15 MG into Jetboy to cover the damaged Infantry. We both got Great Generals out of the fight though...

More detailed report tonight - including thoughts about hitting Sewer Jack, which now has 8 Infantry and 60% culture and which our 24 cavalry and Cuirs can hit this turn.
Reply

Ah, that's a pity, although of course fairly expected. But hey, at least he lost a bunch of units as well even though the exchange was in his favor. Let's keep having fun and trying different stuff nod And let's just try to give dtay more opportunities for making mistakes (looking forward to another crazy plan and how that annoying Sewer Jack will finally be removed..) thumbsup

Does the GG mean that we will have another group of Commando infantries (or do we settle it in J and try to constantly 1-turn Commandos)? Or something more creative?
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

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

(July 6th, 2014, 06:48)Old Harry Wrote: Then we cross our fingers and toes... Oh, and put research onto Rocketry - partly for SAM infantry, partly for the Guided Missile. Hmmm.

I've never really used Guided Missiles before... on a surface glance, they don't seem very hammer-efficient. But then again, I don't have much modern war experience other than against single player AIs. What kind of tricks can you do with them?
Reply

Dunno about BTS but in this mod they're a 50 hammer str40 1-shot collateral unit. So I'm thinking they're a catapult that's 8 times stronger than normal smile. They can only travel 4 tiles so they're primarily defensive (boo!) unless you have very tight borders or a fleet of submarines. We're a long way from Radio, but who knows if someone will sell us a sub or two when they get there? Of course Jetboy is only four tiles from MusketShrine mischief.


On the GG - if we settle him in Jamestown we're producing 16XP - one short of Commando out of the gate frown. If we'd kept our previous guy rather than sprinkling XP we'd have 18XP, but I'm more inclined to sprinkle again for another seven Commando units... Or we switch from Bureau to Vassalage for a while since our capital isn't particularly amazing any more! hammer
Reply



Forum Jump: