February 23rd, 2011, 15:19
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eot t136, 1683bpt, -77gpt. GA due in the next few turns, possibly...along with a swap to Rep? As it stands, Tanks due in 15. With a GA and beaker push, possibly more like 10? And revolt to Theo at the end of the GA.
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February 24th, 2011, 02:38
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I wonder what CH and sunrise will say when they see the first ottoman tanks.
February 24th, 2011, 03:49
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They probably still have some spearmen lying around so it shouldn't be a problem.
February 25th, 2011, 14:38
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Cyneheard: "At least I've gotten out of the game"
Sunrise: "FFS" *ragequit*
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February 25th, 2011, 19:15
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You never fail to entertain, Krill.
I've got some dirt on my shoulder, can you brush it off for me?
February 26th, 2011, 07:56
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Well, I'm currently trying to figure out a more interesting way to finish the game off in an unexpected militaristic manner, and I think I've found a way that you might enjoy watching. Shouldn't take much longer to set up than a proper tank rush, maybe 3 to 5 turns, but if it works will probably make for some much more entertaining screen shots.
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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eot t137, 1751bpt, -79 gpt. Steam power researched in 1, now Assembly line due in 2. Then I'll trigger the GA, maybe the turn after due to buying a Levee in the capital, and try to throw down the pentagon in the capital. If I were to revolt to Rep in the GA instead of pushing out the Pentagon, I'd expect to get Tanks by the end of the GA, maybe the turn afterwards. So, t147. Do I really need Pentagon that fast? Probably not as I'm going to be in Theocracy (I'm buying units, so OR is out, Pacifism is suicide, FR is worthless and I have the GA to revolt to religion). It's only really useful to have if I want to be building Commando tanks...
Also, finished a fairly useless wonder in Cyneheard front city:
OTOH, that 8 culture becomes 16 culture under FS, and next turn I'm adding 2 artists, so I should hopefully steal those outer tiles from Dreadfort shortly. Then I'll have a one move on both opponents front cities. Oh goody, not even having to think about how to attack.
PS. sunrise is currently victim number 1 due to his slow play.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Set research to AL, set it to finish in 3, eot 927 bpt, +617 gpt at 50% science. Next turn finish AL at 100% tech, and Kremlin, and start rush buying Levees where appropriate, then build Pentagon in TrlRiversidblus and Wall Street in Lemon Song (Shrine city and highest commerce, and highest hpt city).
Current games (All): RtR: PB80 Civ 6: PBEM23
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 Games ded lurked: PB18
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Ok, so, I'm bored so I'm going to write up a few of my invasion plans.
I have two very simple plans as is. Stack up pure tanks, put 10 tanks on one flank and at least 60 on the other, and then tear through sunrise or Cyneheard. sunrise is about 15 turns from Inf at best, I reckon, so I do want to attack him first, to make sure I don't run into Inf. Both of these plans are simple, effective, and should end hte game really quickly. As I'm going to be making about 7 tanks a turn, I could feasibly start attacking on the other front about 5 turns after that, and just carry on until I either reach domination, or raze and go for conquest, either are possible.
But this is boring, and will not give the top three players much of a chance to stop me. So I've come up with a more inventive end to the game which is more difficult for me to pull off, but significantly more fun.
I'm going to invade either Kylearan, or both Whosit and Darrell first. Amphibiously. I'll gain the ability to build marines hte same time I can start to build tanks, so the timeline is pretty much the same. I can buy drydocks and transports (6 move trannies), transport over tanks and invade while 24 strengh, CD2 or FS2 marines piss off other players. I'll use just a few DDs to bomb down defenses and defend the trannies, but really, after the first wave I'll only need about 2 trannies a turn to transfer over new material, the excess plus marines can be used to take more coastal cities. I'll dismember either Kylearan or Whosit/Darrell first, to either give everyone a chance to fight me at hte same time (Kylearan) for a proper AW ending, or force everyone to fight me at the same time (Whosit/Darrell) because everyone will border me on both fronts.
There is an even more hardcore version of this though. King of the Sea: try to hold every single coastal city, and only then invade outwards from there until the edge of the map. This is a real AW game against 5 live opponents. It is not easy, even with superior units, requires a longer set up time , requires a hell of a lot of thought, good tactical decisions...I'll have marines, infantry, and tanks, airships, BB, DD and TR and machine guns, and I'm still to research Arty. Will it be enough? Because this is what I want to do, if I get the chance. I do have some things on my side, like the ability to instabuy a theatre, then shove in 2 free specs to make a juicy 22 cpt (thanks for FS!) to save my units from gettin hit by 40 unit stacks and siege units. But I think I'd want a good 150 units stored and ready to use for the invasion, and that is an easy 20 turns of rush buying.
Current games (All): RtR: PB80 Civ 6: PBEM23
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I thought an 'Invade all 5 players at the same time' -ending very fiitung But I don't know if it would be dooable .
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