Next turn could decide the game I think...
I'm really hoping Pind doesn't try and attack the stack. For my advantage he needs to sit in his city, and allow me to bombard his units in there with the airships. He has 8(!) cannon that he can use to hit my forces, although half of them are promoted down the city raider route.
So what is attacking? Firstly I realise that I forgot to photo the stack threatening Borodin. This is the cavalry stack (15ish) and a tank. A few inf/machine guns covering the forest hill.
Navally is where I had the most faff. Scooter hitting my navy from the air blindsided me a bit... He got up a good airship coverage fast.
I stuck the stack 1E of where I was wanting to put it originally. This however is much better, as it is out of range of one C1 destroyer, and if 4 destroyers want to hit they have to go down the nav route. I counted a maximum of 6 destroyers being able to hit the stack. If he goes for attacking me, or putting his units in position to block me around the land there, I have a battleship in range which can take bombard promotions, as well as 2 further destroyers unseen and the assorted old wooden ships above. These are protecting 2 transports with 8 inf in, 1 in rage of Scooters city and Pinds, 1 just in range of Pinds. I will be interested to see what Scooter does here.
8 airships covering this theatre, although 4 shared with trying to attack Borodin if he leaves it open.
Finally, the big stack. I have 16 airships in range of this city next turn. Then there are a total of 3 tanks 8 inf 5 cav cannon treb and 3 machine guns in the main stack. A smaller stack of 4 cav 2 inf and a machine gun where just the cav are in range. Added to this is 2 transports, holding 3 inf 5 tanks in range of the city this turn also. I can bombard the defences to nothing, so I hope it will all go well. I think I would be vulnerable to the cannon though, we will have to see how Pind plays this. I feel he may just throw everything at the stack to try and end things quicker.
I am running a paper thin defence accross most of my other cities to facilitate this. On defender builds ASAP to try and prevent the imagined incoming dogpile. He can declare in 3 turns now... Eek. Shot another peace offer to BGN (whose ships I am slowly sniping) and 100 gold peace to Scooter. I want those staggered treaties! I don't expect to get either though. I start getting Pind cities out of resistance next turn at least, and flight possibly EoT, or next turn.
I'm really hoping Pind doesn't try and attack the stack. For my advantage he needs to sit in his city, and allow me to bombard his units in there with the airships. He has 8(!) cannon that he can use to hit my forces, although half of them are promoted down the city raider route.
So what is attacking? Firstly I realise that I forgot to photo the stack threatening Borodin. This is the cavalry stack (15ish) and a tank. A few inf/machine guns covering the forest hill.
Navally is where I had the most faff. Scooter hitting my navy from the air blindsided me a bit... He got up a good airship coverage fast.
I stuck the stack 1E of where I was wanting to put it originally. This however is much better, as it is out of range of one C1 destroyer, and if 4 destroyers want to hit they have to go down the nav route. I counted a maximum of 6 destroyers being able to hit the stack. If he goes for attacking me, or putting his units in position to block me around the land there, I have a battleship in range which can take bombard promotions, as well as 2 further destroyers unseen and the assorted old wooden ships above. These are protecting 2 transports with 8 inf in, 1 in rage of Scooters city and Pinds, 1 just in range of Pinds. I will be interested to see what Scooter does here.
8 airships covering this theatre, although 4 shared with trying to attack Borodin if he leaves it open.
Finally, the big stack. I have 16 airships in range of this city next turn. Then there are a total of 3 tanks 8 inf 5 cav cannon treb and 3 machine guns in the main stack. A smaller stack of 4 cav 2 inf and a machine gun where just the cav are in range. Added to this is 2 transports, holding 3 inf 5 tanks in range of the city this turn also. I can bombard the defences to nothing, so I hope it will all go well. I think I would be vulnerable to the cannon though, we will have to see how Pind plays this. I feel he may just throw everything at the stack to try and end things quicker.
I am running a paper thin defence accross most of my other cities to facilitate this. On defender builds ASAP to try and prevent the imagined incoming dogpile. He can declare in 3 turns now... Eek. Shot another peace offer to BGN (whose ships I am slowly sniping) and 100 gold peace to Scooter. I want those staggered treaties! I don't expect to get either though. I start getting Pind cities out of resistance next turn at least, and flight possibly EoT, or next turn.