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

What I fear most right now is either a stalemate situation with REM with Donovan's last city sitting between us burdening us with WW, or a REM declaration with Scooter piling on behind.

Your plans make perfect sense if we have 5t before either happens, but it seems unlikely to me that we have that grace period available.

I guess we can just sit back and wait in Donovan lands without much risk, but REM can probably take 2-3cities in Gasparland he tries. Our only recourse there is bringing the Cavs over from Dolphins - and exposing ourselves to Scooter. We are stretched, and we don't have the numbers to protect our vulnerable areas - which is practically everywhere.

5Inf in our core prevents Scooter running over the island and threatening core cities. 5Inf in Gasparland stalls a hit at Dolphins or Silkworms. 5Inf in Donovanland gives us the buffer we need to take out his remaining city. 2Inf in each location leaves all of them exposed.
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Quote:What I fear most right now is either a stalemate situation with REM with Donovan's last city sitting between us burdening us with WW, or a REM declaration with Scooter piling on behind.
War wearness will not grow. Our cities will not grow while we will be whipping factories. My only concern about DZ that he can leave ZO empty and let REM take it and perform an attack on us somewhere.

Our advantage against scooter is sight. We see what he is doing and he doesnt. He wont know where we draft those infantries, and may be just 1 of those can advice him to keep neutral. Against scooter we need fleet, I doubt he will make slow land attack, because he has no siege yet and it is problematic to stack units without being seen.

My plan is to make factories in half of cities, while in others whip infantries and ships. The goal is not to make much infantry but create the best logistics and deliver it anywhere.

Returning to REM, our advantage is massive air presense. No matter how much he brings there, he cant defend against our hit, we will attack with positive odds. Glitch mode shows that it will recover in 5, so I believe we must attack on the turn it recovers or 1 turn before. REM stepped on the war path when he captured and decided to keep GM. We cant let it be. And killing his army is our main goal. We must capture him in the trap, I believe and all we need for that is our cavalry, airships and galleons for sneaky landing.

What is threatening us on the eastern side? I didnt notice any activity yet. He cant have so much forces from the both sides, we are still top power, and I am sure it is scooter who is catching up so quick.
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OK, that's a bit more detail and also makes a lot of sense. It does surprise me that Scooter hasn't picked up Physics yet, but I guess we derailed him from his steep tech grab.

Out east, REM has been shuffling Infantry in as well as a few more Airships - plus there's his Galleon, which could move closer and threaten - but no overwhelming force, and I haven't spotted any Siege on this front yet either. As with his Western force, it looks more opportunistic than truly offensive, but we are very thin on the ground over there.

So what do we do with the stacks & Galleons in the main Theatre? I guess we leave the Siege & most of what has landed already - maybe add a few more Rifles from the Galleons to make space for Cavs? We do need to get a Worker or two onto that tile to road so that when we take the city we have the flexibility of movement.

The problem we have at Honey Bees is that most of the Cavs there need ~3t of healing, but we haven't been able to let them stand still the last few turns to get that healing in. This turn they'll need to keep moving to cut off the road approach ... or we just leave the connection in place and bring down some of the Rifles down from Alpacas (ex-Nettwerk) to add defensive value.

Would probably be useful if you could take a look and see what you think.
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Pindicator & BGN are teching. Scooter made ~200g last turn, and REM made ~450g! yikes


We got pindicator's Sugar! thumbsup Everyone is happy again.

Apparently I got careless up North:


We have a fresh Cav in Rabbits that can hit it, can follow up with the Rifle - if we think the Galleon is now empty. Note the CG promos, I suspect it's the only Inf in there since otherwise he'd have more likely tried to take out the city. Also nice of him to not delete the Workers, I guess.

Fake EDIT: realised on review that we could also Draft the city if we need to follow-up.

Flew one hit at ZO:


Borders popped, so we do need to go and pillage that Coal.

In the West, REM kept the stack out of the forest, so the plan to take the city and then break the road connections would still be valid if we wanted to try for it. The extra city defenses is no problem as we only need 3 Cats to attack the following turn to max the collateral out. It'd be a pretty big risk, but would have a big payoff if it works.

In the South, we can cut the road connection between GM & Honey Bees easily this turn and be able to cut the other roads as needed next turn.

REM's massing Inf on the Eastern Border, but no Siege:


I'm not going to play the turn until we discuss some more and agree a bit more on the way forward; I think that's reasonable within the spirit of the game ... maybe we do need the Turn timer at 48hrs for a while!
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One thing I forgot to mention; Donovan has apparently got bored of building Infantry in Sector19 and popped a Frigate there this turn. Our Frigates can finish bombarding and then withdraw to the Clams outside Honey Bees - there he will be unable to hit our stack and retreat back into the city unless he gives NavI, and then he has significantly worse odds to win.

We should probably find 3Cavs to send down this way to take the city next turn, since we know he can't add another Inf.
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And raze this city? Or what stops scooter from coming and taking it?
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(June 6th, 2016, 11:16)OT4E Wrote: And raze this city? Or what stops scooter from coming and taking it?

Yes; or we bring down the stack of Rifles from Alpacas and then pillage the roads East of the city - Scooter has no Cavs and as of last turn, no Workers in the area.

We have the opportunity to remove Donovan next turn if we're willing to take the risk, and we have to take that city down on the same turn that we take ZO to prevent the huge WW hit we'll get from killing so many of our Cavs.

Here's the shot from last turn with the forces identified:


We can have a maximum of 14Cav, 7Rifles, Gren available to hit next turn after the Siege.

In my sims, 10-11 Cavs and ~5 other units (will confirm the exact numbers tonight) would take out 8Inf 80-90% of the time, though often with not much remaining unused. So if we land everything we can take it comfortably. Or we could keep one Galleon back (either the 2Cav, Rifle or the 2Cav, Gren ones 69 & 99 of Alpacas) and just land 12Cavs +7others with very good odds on the city (to be confirmed with sim prior to committing.

REM's decision to keep his 1-move stack out of the forest means that he can't advance past it this turn, which in turn means that unless he brings up more Workers this turn (we can confirm via Airship is any are in range) we can pillage the Pigs and the road under his stack using the 3 Cavs we currently have in Chameleons/Guineafowl and prevent it attacking ZO immediately. Continued pillaging can buy us extra turns to bring in / upgrade Infantry & heal injured troops if he decides to move forward.

Note that GF's borders pop back next turn and 2nd ring the following to buy us time on that front. If Donovan is gone, we can also Draft this city t322.

In the South, Donovan's border pop helps us this turn by cutting off the approach to Honey Bees:


If we pillage 44 of HB this turn, then we only need to pillage 77 of HB and 22 of ZO to cut his Cav stack off from our territory and give us the movement advantage, again buying us turns to consolidate & further pillage the approaches if necessary.

So at the end of t321 he has a choice to wade across neutral territory without aid of roads, or consolidate his position and look on jealously at our holdings. If he pushes forward, we declare and apply our superior air presence to the situation to "encourage" a retreat.

Addl. we land the pair of Workers in Alpacas to put down a road 3 to reconnect to the grid. After we take ZO, those Workers can move to the stack tile to road the following turn and we bring 2more from the island to be available in the South (or vice versa). The road enables us to bring the Rifle stack South to split between HB & S19.


Now there were a few conditionals in there that need to be checked with Airship flights & siming (Worker availability on both REM & Scooter borders and whether we can spare that additional Galleon from the landing), but this is how I see us ridding ourselves of Donovan and keeping REM at bay long enough to get the Inf rolling and stacks healed.

The main alternative that I see is withdrawing from ZO now and then coming back in ~5t with twice as many units and Cannon.


Getting AL in 1t at the same time along with some Inf pre-builds I can probably juggle out, but your voodoo efforts would be appreciated there to help offset potential loss of REM TR.
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All seems good from the first view. We can only draft Infantries in 7-pop cities, but it seems to be ok, we can also 2 pop whip them pretty comfortly. Draft is just for the first 1-2-3 turns may be.

It shows 78 commerce from trade routes with REM. I shuffled production in some cities so we can start whipping infantries:
[Image: BIr19uV.jpg]

All we need to get AL even if REM declares is just to pillage some gold from cottages and replace wealth builds with research builds.

After you pillage everything be ready to bring more workers to be able to restore roads and make some sneaky landing to make the first strike against REM.

I simulated DZ's cities, units, techs and buildings and found only 6 k of soldiers missing. So he cant have anything serious in his galleon.

No more good thoughts for tonight, but I think you are on the right path. Go ahead!
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Well I just ran ~20 sims of the attack having all of the units available and didn't lose once. I often finished with just the Cavs or used 1-2 of the Rifles and was starting to think maybe we could get away with leaving 1 Galleon unlanded, but then on the last run I lost several 90%+ shots and only took it on the last unit, so I'll be landing the whole lot and not taking any risk. nod
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t320 -

Scooter's Workers:


The nearest visible on the left of the shot. REM has only the 2 visible on his Eastern side.

Landed everything at ZO. Sent 3 Cav (1 healthy, 2 injured) towards S19. Killed the Inf and recaptured our Workers.

We get 78c from trade routes with REM, but those would be replaced by 2c routes from island cities. I went through and it's ~45c we'd actually lose. We can drop ~90beakers and still get AL, and only 1 citiy gets >100% multiplier on commerce so we should be fine even if he declares. I also checked tiles and as far as I can tell he can only occupy a 2c tile.

Builds:


Demos:


REM's GNP took a big uptick after he discovered Electricity...

Power Graph:


(sans REM of course), although it's amazing what hiring 2Spys will do for your Espionage output:


Oh, and speaking of 2 Spys:

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