T244 Pre-War Update:
The Peace Treaty ends T245. Will we go all-out war? Depends on if xist's southern islands stay vulnerable.
Summary:- Tech/Wonder/Civic Situation
- Global Militaries
- Theaters of War
- Charts/Dems
- Battleship Warfare Problem
- Questions
Techs/Wonders/Civics:
T242: xist completed Notre Dame, coldrain's GA ended.
Xist finished Industrialism T242, I finished it T243, so we both finished faster than I expected last week.
Global Militaries:
Now that I have 5 Airships doing recon, I have a lot of vision. Some notable forces might still be in FoW, but I think we've got most/all the info we need for now.
I have about 10 Battleships finishing this turn and some Tanks in production. No Marines. I didn't realize I had so many Destroyers - I even halted Destroyer production for about 8T during this peace treaty.
Theaters of War:
I'm not planning any land invasions this time, but I'm doing recon in case xist or Gira try to come from the east. Nothing notable scouted over there, just 10 total units in xist's border cities.
North Sea:
I'm planning to keep those Destroyers in Boss Monster so xist/Gira will need to have a large commitment if they want to defend and/or blockade cities. I'm producing Machine Guns in Betrayal HotH, will swap that to Tanks or Marines in a bit. Those units will probably just be used to bolster the northern islands. Next turn I'll also load 1 Transport at the edge of my canal with Cannons to help combat sieges on northern islands.
My north coast cities can all withstand 1 - 2 Transports. I asked Gira for open borders so I can go hit that 1 Transport if xist just leaves it up there.
South Sea:
Xist replaced his canal as soon as we reached peace. He doesn't have enough workers nearby to complete 2 Forts unless he pre-built them (I'll assume he did). For now, his main navy is landlocked.
Baria has few forces, I can take it with my 5 loaded Transports.
Charts/Dems:
Battleship Warfare:
Mjmd alluded to Battleship warfare being about splitting up your navy due to Battleships' amazing collateral damage, so I wanted to try and dig deeper to understand it. Only attackers deal collateral damage, so it makes sense that any place you can safely set up battleships should deter any rival ships from coming within 6 tiles.
Collateral damage only affects 5 additional units, so limiting stack sizes to 3 - 4 can help minimize collateral damage, but then those become susceptible to being outtraded after the attacker wins a few 50/50s and then cleans up after the losses with the higher win% battles.
I'm assuming all Destroyers in this era will have Combat II and Battleships should go for Barrage II.
"DEST+2" is just a Destroyer with Combat II. "-1" or "-2" listed below means the unit was hit by one collateral damage strike via a standard Battleship (-1) or a Battleship with Barrage II (-2).
The attacker's winning chances for each matchup are listed below:
Battleships (Barrage II) that attack a naval stack have a 50% of immediately trading evenly by killing a rival Battleship AND set up to 5 other ships to have a -14% to -17% swing against Destroyers.
So with Combat II on all Destroyers and Barrage II on all Battleships:
Dealing -14% to -17% on 5 other units makes Battleships nearly trade evenly even if it dealt 0 damage to its main target (assuming rest of navy can clean up).
So maybe stacks of 3 - 4 is the right way to go, or just split your navy into major groups, staying away from their main Battleship force. So I'd avoid xist's coast if I'm moving up towards his other islands.
The problem is: what if NA closes borders and the game shoots my navy into xist's waters? Do we need to DoW NA at some point just in case? (Q2 below)
Questions:
(Q1): How many Airships do you usually make? Recon is obviously amazing. A couple stray hits can help take an island. But I was thinking they wouldn't be worth the hammers for big fights; most big armies have been fighting in big 1- or 2-turn engagements, then retreating. I'd rather have more Infantry or better. But for only 80h, Airships are pretty cheap...
(Q2): Do we reach a point where we just DoW coldrain so he can't close borders and mess up navy paths?
(Q3): What happens when there's an obvious stalemate to play second on a turn? I went after xist T244 and may want to DoW T245. If he waited to play until the turn is almost over, it'd be obvious that I want to DoW.