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This is what happened:
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
Posts: 23,429
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OK, here is just a small section of the turn, and it is all to do with Ruff.
I set Quebec to build an explorer because that is the only one turn build I can do in that city, and I use the airship to scout the NE. I could haveused it to check for other Ruff boats but if he has any the only thing I can really do is pull back the rifle in Quebec. I also add in the artists to push the cultural defence to 40%. That gives me 85% defence bonus against an attacking Grenadier. Oh wait maybe not. Ruff is in Theo, and is AGG. So he cango C1, C2, Amphib, dropping the defence on the rifle to 60%, or 14.4 v 22.4. Bollocks.
I built the explorer in the hope that if there were not a second boat full of units, the Rifle might get lucky and kill 2 units. Looking at those odds, I'm not so sure that is likely to happen now I've run the numbers. OTOH, not an awful lot I can do there.
Here is the overview of the whole theatre. Next turn I'm gpoing to have to push out yet more SoL (absolutely no point in shifting them around at 3 tiles a turn). Most of them are literally the other side of the world and would take 15 turns to reach that front. It's actually be quicker for me to stack them up and go choke ruff with them than to move them to defend.
No, I'm going to push out a few Ironclads and promote them to N2 to double their movement. Screw it if they can't attack SoL in ocean, right now I just need to stop him dropping units off and aiming for my mainland, which shouldn't be that bad.
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
Posts: 23,429
Threads: 132
Joined: Jun 2009
I expect T-hawk is happily munching his popcorn right now. But is there anything important I can take away from this?
Let's see. The standard stuff, keep up a sentry net every turn. With airships I have no excuse for not doing just that. Keeping some ships around just in case, well, I don't want to build too many units that I'm about to obsolete (or have Darrell obsolete for me). Keep a decent number of land units? OK, there I think I fucked up. I should have more than just 3 rifles on an island. As it was I got lucky with the airship recon. I wasn't even looking for enemy units, I was checking quickly if Darrell needed another Sids Exec for a city I expected him to plant above his capital (can just see the settler there on the first screen shot I posted), and that is just insanely lucky. I need to stop relying on luck so much.
I dare not place airships in Darrells' land because they would be easy pickings to anyone elses' units. So I'm probably going to have to do this the old fashioned way, privateers underneath SoL, scouting out as far as possible and use airships until then to cover the gaps.
I am a little shaken though. Time to start concentrating again.
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
Posts: 23,429
Threads: 132
Joined: Jun 2009
So Ruff likely dropped off a Gspy, and he'll bomb on his turn. I'm building spies but I don't think I'll get them soon enough to run counter espionage missions, but I've also rejigged my cities so I'm making 160ish ept, all on Ruff. SL is running the espionage slider on me to take back city visibility (fair enough, it's going to delay his techs, that I can live with).
I also razed the SGC this turn. I positioned a single galleon with 3 grens on it, 6 tiles from the city in the FoW. SL could only hit it with his galleons and I had covered it with an SoL and frigate. This turn, I've moved in, attacked at 90% odds and won, and I don;t think SL has any boats in reach to hit my galleon next turn, but should be able to sink the boat the turn after.
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
Posts: 23,429
Threads: 132
Joined: Jun 2009
Bah, what a way to end. nukes and subs, it could have been fun.
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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