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Turn 242
Good to know the world is such a friendly place, is it a sign?
Interesting quirk of open borders - I think it forced Azza and Scooter to sign peace, but that didn't last long.. Azza is down to one city now.
Our peace with Mack did run out after all this turn, he didn't war-peace us so I'm going to war-peace him for the sake (as Fintourist described it) of our mental health. Hope he doesn't mind losing out on the 6gpt... His eastern transport fleet is well out of position to hurt us . I'm puzzled about what he's going to do with his army. Also he just got Industrialism. Tanks!
So these destroyers are hidden, right? I've sent an airship over to check what Commodore is up to next turn, if we can wipe out Dtay's navy I like our chances of taking some island cities and perhaps even some on the mainland.
Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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Turn 243
So we're at peace with Mack, and I *think* Commodore plans to attack Dtay next turn. Signing open borders seems sensible.
Finishing the Forbidden Palace in Nuremburg seems to save us 23gpt - I dunno if that's worth the 200 hammers...
The airship I sent over to Commodore reveals disappointingly few transports - perhaps they are hidden somewhere up in the ice? Or maybe he's planning on attacking Mack and was trying to enlist our help (it's the fact that one of his 46 (!) Destroyers is called Revenge Fleet that makes me think this). I imagine he's doing some in his thread if that's the case...
So do we send him a new message? This is designed to tell him that we hope he's doing an amphibious attack from those cities, while we'll be doing an overland attack from Jamestown and an amphibious attack from Midway. He'll probably think we've discovered a source of metal seahorses.
Dtay got Fascism this turn, but there's no Great General in the turn log - will he be born when Dtay logs in? With AGG, the Statue of Zeus, West Point and a Great General we need to watch out for multiple Commando units from him too. Luckily we've been stacking old crap in all our cities since Mackoti got Mil Sci, so it'll take a lot of commando units to hurt us.
Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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May 20th, 2014, 18:42
(This post was last modified: May 20th, 2014, 18:44 by Old Harry.)
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Turn 244
Well this is quite exciting. Although dtay is drafting again, so he'll be a bit of a tough nut to crack. He's reinforced the vulnerable border cities too so this won't be a walkover. It looks like Commodore will play before dtay and declare, then dtay responds, then we make it a 3-way split. If Com doesn't declare next turn what do you want to do?
This is going to be where we make our real inroads. I used a Privateer to kill the scouting Caravel, just to ensure that the Destroyers don't get discovered. Next turn the four destroyers will kill three ironclads and an SOTL, then three nav 1 ironclads will kill another three SOTL leaving him with two SOTL and five Frigates, then we'll fork the capital and another couple of cities.
The main land-based front is going to be tricky to judge - with 30 Kannone in place for dtay we have a Cannon- and cat-heavy stack, there are about 30 hitters in this stack with another 9 cav between LB and Jamestown, 10 infantry and some mounted units in Jamestown and another ten or so useful units in Endor.
The idea on this front isn't to throw everything into the meat grinder though. Our naval adventures should give us a GG, next turn we can 1-turn Military Science (unless we want to grab Artillery), then we can have about seven commando infantry crossing the border on dtay's newly-built railroads, or a morale commando to probe deeper into enemy territory, looking for empty cities to raze (marked here with a zero).
Demos and power
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
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(May 20th, 2014, 18:42)Old Harry Wrote: It looks like Commodore will play before dtay and declare, then dtay responds, then we make it a 3-way split. If Com doesn't declare next turn what do you want to do?
If Com does not attack properly, attacking dtay is probably a suicide and just non-productive for both sides. That said, we've come far enough and we could kind of switch into more fun/casual mode and if you would enjoy skirmishing with dtay I'm completely fine with that. Some comments:
1. Do we have airships in position to see if Commodore is attacking for real in case he declares? It would be annoying if he just fake declares and we go all-in..
2. Try not to get our whole stack destroyed inside dtay's borders Kannone+railroads means that he can throw quite a few units on an invading stack if we aren't careful
3. I'm looking forward to using destroyers
4. If you want to 1-turn Mil Sci that's fine, it's very possibly more of a cool play than a sensible move, but hey,
5. Remember that dtay has Mil Sci himself + Zeus + stuff, which means that he can field a sizable stack of Commando units and I don't want to see Agincourt ofr Light Brigade burn
6.
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Btw, kind of crazy to be 2nd in GNP, even if it's only And kind of sad to be 7th in food+mfg, but that will remain the case unless we get somehow more land..
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(May 20th, 2014, 18:42)Old Harry Wrote: or a morale commando to probe deeper into enemy territory
how would that work?
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Move 9 tiles on the RR then promote moral move further cause of extra movement points.
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(May 21st, 2014, 10:38)BaII Wrote: Move 9 tiles on the RR then promote moral move further cause of extra movement points.
um, that question wasnt for you Baii. Maybe they already knew that, but i sure wasnt going to tell them. my question was a gentle hint to investigate the mechanics before investing a GG for nothing. But in any case they know now.
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No worries, I'm 99 % sure that OH was not going to screw it up. We are aware of railroad movement rules and after Commodore's PB8 knight trick we also know how to game with morale promos. In this game we already considered something similar for Ichabod's capital.
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Yeah, don't worry, I knew (and would probably have obsessively checked in world builder to be sure). It's interesting that at this point in the game a commando 1-mover becomes as good as a commando 2-mover due to how railroads work... And how for AGG you only need 17 XP on your Infantry to enable commando
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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