[SIZE="3"]Report from the Eastern Front[/SIZE]
The Siege of Plako
Shoot was unable to take Plako on his turn. but he did manage to bring Rego down to twelve wounded defenders left in the city. Unfortunately, he took a lot more losses than he anticipated and is down to two infantry, three rifles and a super-medic left from his original stack.
On his turn, Rego attacked out of the city with one of his rifles, killing my highest strength accuracy cannon. I began my attack in earnest:
Suicide Cannon - Damages 7 Units, DIES
Suicide Cannon - Damages 5 Units, DIES
Suicide Cannon - Damages 4 Units, DIES
Suicide Cannon - Damages 3 Units, RETREATS
Templar Rifle vs. Incan Machine Gun 64.5% LOSS
Templar Rifle vs. Incan Rifle 82.5% WIN
Templar Rifle vs. Incan Rifle 84.4% WIN
Templar Rifle vs. Incan Rifle 84.4% WIN
Templar Rifle vs. Incan Rifle 85.1% LOSS
Templar Rifle vs. Incan Rifle 83.1% WIN
Templar Rifle vs. Incan Rifle 84.4% WIN
My last cannon retreated at 77.6% odds. I then attacked with seven of my rifles (I had an eighth, but it was at low strength and wasn't getting decent odds). I did manage to kill his great general rifle. Unfortunately, I lost a couple of favorable battles, meaning Rego survived the turn with two machine guns and five rifles still in the city. Me and Shoot's forces are now stretched perilously thin and I'm not sure if we'll be able to take the city without more reinforcements. Shoot is moving in more troops from Zakalwe and Mardoc, while I have started moving up my infantry/rifle stack from Rostov.
Here is the situation after the battle:
I wasn't able to gain visibility on Profane last turn, but I'm pretty sure he pulled most of the defenders out of there to defend the capital. At the very least, he moved his pair of machine guns off the oil tile. Next turn I expect he'll draft and whip Plako for another rifle and machine gun - dragging this out longer. The bright spot on the horizon is that my five surviving rifles will all promote next turn. This siege could be going significantly better, I expected the city to fall this turn. However, nothing can change the end result, even if Rego is able to hold off our current attacking force, he is just delaying the inevitable.
One thing this war has driven home to me is my lack of tactical finesse. Rego has repeatedly outmaneuvered me/capitalized on my mistakes. Despite losing ground and being outnumbered, he has been killing my troops at about a 1.3 to 1 hammer ratio. I am very grateful for my allies - if I had to fight him on completely equal terms I have little doubt I would be defeated.
In the south, Rego moved a pair of his destroyers into my waters, north of Hattin. I'm not quite sure why he made this move, even leaving them in the open ocean and losing the +10% coastal defense bonus.
I hit them with my two remaining airships out of 1995WorldSeries and then sent in my destroyers.
The
HMS Matthew lost at 70% odds
However, the
HMS Titus and suffered only minor damage.
I mopped up with the
HMS Indomitable at 60% odds.
You may be asking yourself: why did I attack with a frigate when I still had another destroyer handy? Here's why:
If you look closely, you'll notice he now has a transport in Commodore. Last turn, it occurred to me that he might try to whip a transport in the city to attack 1995World Series, currently staffed by only a single CG2 Rifle (I pulled the other forces out for the current attack). When I booted up the save, I noticed that he had whipped the city. I didn't have a spare airship to perform recon, but decided to act on a hunch. The original idea was to move the healthy
HMS Titus and
HMS Mark - my only two destroyers in range - into the channel to block him from boating 1995WorldSeries on his turn. However this plan was derailed when the
HMS Matthew lost its battle with the Incan destroyer.
He has a pair of destroyers healing in the city, one combat I, the other combat II, while mine are both combat II. I expect he'll hit them with airships then try to plow through. It will likely come down to a coinflip battle between his loaded transport and my wounded destroyer if he decides to take that risk. On the other hand, he may decide to hold off because he now has visibility on this:
I moved up my landing force, and loaded up the pair of pinch rifles I had overlooking the oil tile, it's pretty much irrelevant at this point. In total I have sixteen rifles and five cannons loaded up, more than enough to take Commodore, currently staffed by a machine gun, five rifles, and a catapult. Depending on how things play out around Plako, I may detail troops to go land around Profane, since I'm guessing it's lightly guarded anyway.
The last combat action of the turn took place in the north. Rego's destroyer was right where Shoot said it was. I took an 80% odds battle on it and won. The problem then was that the
HMS Retribution was at twelve strength and had nowhere to hide. So, I moved it into Shoot's waters and am hoping for the best.
All this fighting spawned Horatio Nelson in Jaffa. Rather ironic considering my ship naming convention
I'm going to try and get a 12xp rifle to attach him to, in order to create a commando unit and unlock West Point in one go.
[SIZE="3"]In Other News[/SIZE]
Constitution came in at the beginning of the turn:
I burned through the rest of the gold I had saved up, running 60% science and 20% on the culture slider. This put me through most of corporation.
As for teching worldwide:
Shoot researched biology
Darrell researched radio
NoSpace researched corporation
Not much else to report. My first pair of settlers finished, and six more are queued up. I'll be shipping them out shortly. Oh, and I noticed this:
Probably just mapping things out. Though, it does confirm they have destroyers out now.