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Airship coverage:
Staalplaat - Chameleons, Goldfish, Fort, KK
Zoth Ommug (IW) - Chameleons, Goldfish, KK, AZ
NettWerk - Goldfish, Fort, KK, AZ, Koi
Wax Trax! (Cap) - KK, AZ
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No sentry on his frigate, my mistake. I thought he controls the tile of the sea from which he can see our city, but you are right he doesnt. No idea why is it in the city then.
4 of our galleons can finish turn on the tile to 63 from KK, they can unload units on silks attack his capital from land. Though it means that we lose the advantage of choosing target. Just as an idea.
Also we will probably be able to deal with Network on T314, but I am not sure that keeping it is a good idea, unless we indeed manage to take both, this city and his cap. Hmmm... It can work.
On T313 we finish to 63 from KK.
On T314 we take Network and reload galleons with AZ's group
On T315 we have some presense in Network and still have units in galleons to hit his cap or more likely to unload near it.
The question is what if he pulls everything back, how much can we send on his front by foot?
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Some more thoughts:
- machine gun can only intercept once per turn
- if we are not attacking at some turn then harrasment his standing army is good idea. It wont be able to move if it wants to be at max hp. But he can keep promotions to cover this inconvenience.
- bringing more airships to the newly conquested city is great thing and must help us to do it without significant siege
- new cavalry from Cats should go and take our forests before scooters infantry. Stacking airships and preventive attack on incoming groups is in queue.
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If we're splitting the fleet, we have to be sure that we've hit the SotLs enough that a Frigate has a decent chance of surviving a hit.
If we want to bombard with both Frigates, they should stack on the Crabs. Probably put the Northern Galleon on this tile also and lead the attack with these 3 Cavs. Maybe we also leave 1 Privateer on this tile? We use whatever's needed from the rest of the fleet to finish off (probably Cavs) from 6 of KK and then move 3.
Then we could unload the remaining 8(?) units (3Rifle, 5Cav) on the Deer. Right now his Siege is 3t from hitting that tile; he does have 2 Cavs that could hit it in addition to the contents of the city.
T314 we reload 12units from the island - there should be enough if we drop the Cavs from Cats into Koi that turn - and move to fork cities.
On t314 we could move forward from Chameleons approximately 4Cavs, 5Cats, 4(?)Rifles and start bombarding with the SotL. I queued a Frigate in Chameleons after the Cav so that we could have a second ship over here to guard against unlucky rolls / doubling & help with the bombardment, or we may be able to 1t a Rifle. We should be able to bring ~3 additional Cavs in on the subsequent turn to join the attack.
Big questions of course are inter-turn production and how far away the rest of his fleet is. Q on Airships; do they expand visibility as they attack, or only if you run the recon mission? If latter, then we probably need to use one to run recon, right?
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(May 26th, 2016, 12:55)Dreylin Wrote: Q on Airships; do they expand visibility as they attack, or only if you run the recon mission? If latter, then we probably need to use one to run recon, right? They get visibility when they attack too, so we do not need to run a recon mission, though it can fly further and explore more if it is not busy with bombarding.
(May 26th, 2016, 12:55)Dreylin Wrote: If we're splitting the fleet, we have to be sure that we've hit the SotLs enough that a Frigate has a decent chance of surviving a hit. 1 privateer+ 2 frigates
2 privateers+ galleons
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Quote:Q on Airships; do they expand visibility as they attack,
I'm pretty sure they do.
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OK good, so we should be able to confirm the location of his Siege stack while attacking KK, but we probably won't get the long view down his straights unless we send one on recon down there. We have 9 available, so I'll try and make certain one is available for the advanced scouting.
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DZ didnt upgrade anything this turn. He made factory in his Ironworks city, so I think he has also put factories in the queue everywhere.
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(May 26th, 2016, 13:22)OT4E Wrote: DZ didnt upgrade anything this turn. He made factory in his Ironworks city, so I think he has also put factories in the queue everywhere.
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t313 -
Opened the turn and Oooooo, some fun abroad!
Looks like they're fighting over their shared island:
Quite tempted at this point to change targets, but on the whole I think we're lined up against Donovan and we have a good shot at taking him out completely.
If you look really closely, you can see a slight uptick in his Power:
but not a big one.
20% max collateral from the Airships and they can take it off a ship with 1 hit, so there was a lot more freedom in the Airship attacks. Hit both SotL's once and then the CG Rifle twice and the other Rifle just once down -13%. The rest of the attack on KK went pretty well:
The first Cav victory was at 23% odds for +5xp.
Just a Forge lost in in the capture:
And I took this as a sign:
He's built a Mil Academy there.
Gradual Territory reveal via dinking units shows that Donovan has actually pulled some of his garrisons South:
This looks to be why:
With that revealed, I decided to land the stack at Nettwerk:
Decent odds on the top attack next turn...
And then I whipped a bunch more Airships and Cavs.
Stack in Chameleons is 5Cats, 4Rifles & 5Cavs, with ~3more Cavs that can catch up before we finish bombarding.
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