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[Spoilers] Dreylin's short visit to a late Era

Oh, next GG; Military Academy as posited last time? Rabbits if it spawns in our Core, Cats if in Gasparland?
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(May 25th, 2016, 15:56)Dreylin Wrote: Oh, next GG; Military Academy as posited last time? Rabbits if it spawns in our Core, Cats if in Gasparland?

Well, I thought that in Cats we will make Ironworks later, in my experience it is not good to have that much multipliers in one city. But how soon is it going to happen? May be it is not bad idea to make a military production center there while other cities around are not well developed.
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(May 25th, 2016, 15:56)Dreylin Wrote: Oh, next GG; Military Academy as posited last time? Rabbits if it spawns in our Core, Cats if in Gasparland?

Did I miss what the first GG did? Was that a GA? I'd look but your thread is enormous. crazyeye
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(May 25th, 2016, 16:23)Fluffball Wrote:
(May 25th, 2016, 15:56)Dreylin Wrote: Oh, next GG; Military Academy as posited last time? Rabbits if it spawns in our Core, Cats if in Gasparland?

Did I miss what the first GG did? Was that a GA? I'd look but your thread is enormous. crazyeye
GG cant launch GA unfortunately. It went on MA in Lhamas.
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(May 25th, 2016, 16:11)OT4E Wrote:
(May 25th, 2016, 15:56)Dreylin Wrote: Oh, next GG; Military Academy as posited last time? Rabbits if it spawns in our Core, Cats if in Gasparland?

Well, I thought that in Cats we will make Ironworks later, in my experience it is not good to have that much multipliers in one city. But how soon is it going to happen? May be it is not bad idea to make a military production center there while other cities around are not well developed.

Yeah, agreed on not stacking up too many multipliers, but maybe in that case we trade Ironworks back over to Rabbits instead? If the GG spawns in our main core then for sure we want the boost immediately for the current war effort; but if they spawn over there, better to put them to use straight away than waste 2-3t bringing them back over, and Cat's job from now until we build the Ironworks is basically to supply Gasparland with troops.

TBH, I'd still like us to choose a coastal city to give an option to accelerate ships, but I don't think we really have any good candidates - Chickens is a bit too Research-focused, and Silkmoths is heading that way but also currently too small to be worthwhile. Maybe for GG#3.... mischief
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(May 25th, 2016, 16:54)Dreylin Wrote: TBH, I'd still like us to choose a coastal city to give an option to accelerate ships, but I don't think we really have any good candidates - Chickens is a bit too Research-focused, and Silkmoths is heading that way but also currently too small to be worthwhile. Maybe for GG#3.... mischief

We do not need factories with such a logic jive

BTW what we have in attack.

Fleet:
- 2 Fregates (+1 more coming soon)
- 3 Privateers
- 5 Galleons (+2 will be coming soon)
We hurt SotLs with airships (therefore it is important to bring all airships there and may be whip some more for sight on the other fronts and for attack) and privateers must be able to defend from them effectively or eventualy attack if he decides to retreat.

Landing/walking capabilities:
- 11-12 Rifles
- 20 Cavalries
- 6 Catapults
+3 Cavalries coming this turn without whips.
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t312 -

So here's the front:


I split the Airships up along the front so that only one is visible to him in Goldfish; they should all be able to reach a relevant target. I also took the 3 Cavs from Cats and ran them West; they can load on the ship that left Ducks this turn and be on the island next turn (or just chilling in the Galleon).

Only 6 whips this turn:


Goats is just a dirty hold-out! shakehead

We need ~2t of 100% science to finish Biology. Right now that will cost us ~400gpt, but that's before anything enters borders. Pillage gold from KK & AZ will get us most of the way to 800, but we'll probably need a couple more turns to overcome the unit supply costs.
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Quote:Goats is just a dirty hold-out! shakehead

That's what goats do. tongue
fnord
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I believe he checks Chameleons with his frigate every turn. But this time no whips, which is good. Probably he has upgraded island rifles but the also lose fortify, so it cost us 2-3 rifles more at most.

About overall attack plan I am not sure yet. He has 8 siege, thats enough not to let us enter with the small groups.

I see 2 opportunities:

1. Try to make major landing to his Ironworks city. It can require us to whip 2-3 galleons urgently.

2. The alternative thing we can do is to stretch his army by showing him empty galleons or even make a real threat to his capital or his front city with scooter. This will pull his attention to his coasts and will open us space to walk to his front by foot.

But I see disadvantages in both paths stated above so I think we need to discuss what we do and may be find some other bright idea. What do you think?
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So I was thinking that we stretch him out so he can't reinforce one spot too heavily and then pick him apart with Airships before walking in the force to take the border city:


We have 5 Galleons, currently loaded with 12Cavs and just 3 Rifles. On the island we have 7 Cavs and a pile of Rifles that we can use to resupply the Fleet.

T313:
1) Airships damage the SotLs until Privateers have >50% odds (they can't hit them, but will guarantee them odds on defense).
2) remaining Airships take the top off the units in Kaos Kontrol
3) Frigates bombard KK
4) take KK with whatever we need to use
5) Rebase 4 new Airships into KK - no MP needed since he has no Galleons in range
6) Workers road 22 from Koi
7) Stack of 7Cavs and all Koi Rifles move 99 from Ant Zen
8) SotL moves next to Staalplaat

T314:
1) Clean up SotLs
2) Airship dinks AZ defender(s?)
3) Cavs capture AZ
4) Workers road 99 from AZ
5) 4 new(?) Airships into AZ
6) Fleet restocks Rifles from Koi, moves next to AZ and restocks Cavs
7) remaining Airships dink whatever in range (care at Staalplaat since MG can intercept)
8) SotL starts to bombard SP

t315:
1) having pulled his reserves away from the border, we advance our stack from Chameleons to SP
2) we pick a target for fleet
3) Airships bombard stuff
4) We capture city amphibiously & fill with defenders

Meanwhile the two new Galleons from Donkeys can ferry units from the mainland onto the island, which can then run down to AZ and restock the main fleet.

His problems are the wide front, our mobility advantage (the lack of a road on the Silk limits his ability to transfer units between SP & Nettwerk), Aerial support, his widely spaced cities, but above all the low number of troops he has compared to us. We have to continue to be careful of potential surprises from the South, but I'm feeling pretty confident of our ability to deal with them.

(May 26th, 2016, 06:48)OT4E Wrote: I believe he checks Chameleons with his frigate every turn.

It's not Sentry is it? Otherwise he shouldn't be able to see into Chameleons - especially without OB. Of course he could have a Spy, but I suspect ours are the only ones (and they have started dying just as they outlive their usefulness). If we can afford it, I'll keep an Airship on the REM & Scooter borders now that we have pulled most extra troops away. Also, Scooter has started to replace the road towards Dolphins, which probably signals an Infantry-guarded expansion in that direction.
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