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Too tired for the turn tonight - hope I'll get a chance to play at lunchtime tomorrow.
Notable things
- 2metra's fleet is on a fort guarded by 15 knights, so four transports full of amphi infantry could burn his fleet again 
- dtay has 24 potentially-commando Infantry poised on our borders - but we've got enough units in all our vulnerable cities
- dtay's fleet has retired to his capital again, I'm assembling another navy over in the west to try and do properly what we should have done before and  his coast (or 2mn's coast)
- must remember to revolt
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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Turn 254
Just one picture:
You can see the 24 potential commando inf. And you can see our defensive stacks - positioned in such a way that he has to use roads in our territory, meaning he can only travel six tiles and threaten five of our cities...
We'll have five transports full of commando inf and cav ready to go in two turns.
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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Joined: Aug 2012
Turn 255
Dtay moved his commando infantry to reinforce his west coast and threaten our western cities. I think we need to block their progress by putting our stack on the forest south of Bremen again, but that would allow dtay to by-pass our units by railroading the grass tile SW of Bremen with the workers in Rush Valley.
Hmmm. He's only got five Cavalry in there. And one is his GG super medic.
And our commando Infantry get >90% against them... We chatted about it a bit and decided that while it's not nearly as good a return on five Commando Inf as Dtay got (our capital) it's probably the best we're going to get. And it would please lurkers  .
So the battles were a processions of 1-hit wonders.
Inf vs Cav 91% WIN with only one hit...
Inf vs Cav 96% WIN one hit
Inf vs Cav 96% WIN one hit - killed the GG medic!
Inf vs Cav 96% WIN one hit
Inf vs Cav 98% WIN one hit - and we take 118 gold from the pillaging.
After burning the city we then prevent the railroading by deleting the workers...
This is the forest stack. I'm hoping the high proportion of siege units will absorb all the Kannone dtay can throw at us...
Our naval forces are poised too - next turn two transports *could* hit dtay's capital, but more likely five will attack the turn after.
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
In progress: Rimworld
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Btw, pretty funny to see WilliamLP in the 5th position in score, I would not have put my money on it 150 turns ago... After the busy start it seems that his geopolitical position was pretty much perfect in the sense that he was as far away from top 3 powers (scoopin, mack + plako) as possible. It seems that he has put known-tech bonus and his quality land into good use. I guess his destiny will hang on whether plako feels like he needs more land and whether comm or scooter feel like boating into east for a change. Anyways, without knowing really any details, it's probably safe to say that WilliamLP has also done many things right. Kind of feels a bit like the similar comeback as TBS did after his rough start, just a bit later but in a more safe location.
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Turn 256
Trade with plako. He has some tanks now so I wonder what will happen with William...
Unsurprisingly dtay killed our commando infantry. In the process getting another GG so he can replace his GG medic  . At least we killed an Infantry in return!
Then a cat razes the empty Bremen and an Axe pillages the railroad so dtay can't plant it again so quickly. He could plant 1W, but that's a better position for us, being on flat ground.
Dtay now has 55 infantry spread across the cities on this coast. I don't think we can make any further progress here  .
So I'm going to put our units in a position to attack 2mn again. His fleet is on this fort tile. Our transports could hit it from Creta. There are 15 Knights protecting six Galleons and six Frigates, our amphi Infantry get 99% against the knights. Then Mycenae has six rifles in, but capturing it would allow three or four commando Infantry to take Deserted Prophet and Mercy of Kannon. With an Artist bomb we could *possibly* keep one or both of them, form a decent beachhead and chop 2mn's land in half. With his fleet destroyed we can shuttle our machine guns over from West City and start making real progress... It'll take two turns to get in position to hit Mycenae, but I'll set things up to kill the knights and fleet next turn. What do you think of trying to take 2mn's capital instead of ours? Focusing on attacking 2mn could be the opportunity Mackoti has been waiting for, but at this point if he wants to attack us we're doomed anyway!
I left our collateral-proof stack on the forest to stop the commando shenanigans (I think they are all in South City). 50% tile defense is pretty good at this point in the game.
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
In progress: Rimworld
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An excellent idea! Attack everyone!
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June 9th, 2014, 18:14
(This post was last modified: June 9th, 2014, 18:14 by Old Harry.)
Posts: 8,786
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Turn 257
Not much going on on the dtay front. He didn't even deign to kill our Axe and Catapult. If we can pillage the railroad on the indicated tile I'd feel a lot safer from Commando strikes. To do that we'd either need two expendable Woody II units or to move our whole stack onto the forest. We have one WII spear, so this turn I'm going to put the axe on the tile to see if dtay is paying attention. I had the rest of the stack fall back after this pic as our boats aren't pinning his infantry any more and he could do us a lot of damage with 50 of those guys.
Meanwhile 2mn just revolted out of Slavery and Nationhood. In my book that's just asking for it... First we airshipped his knights:
Then...
Amphi Inf vs Pinch Knight 96% WIN 2 hits
Amphi Inf vs Pinch Knight 96% WIN no hits! 
Amphi Inf vs C2 Knight 99% WIN with 5 hits! 
C3 Pinch Amphi Inf vs C2 Knight 99% WIN 2 hits
C4 Inf vs C1 Knight 96% WIN one hit and can promote to Commando next turn 
Amphi Inf vs C1 Knight 99% WIN no hits 
Amphi Inf vs C1 Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN two hits
Amphi Inf vs C1 Knight 99% WIN three hits
Amphi Inf vs Knight 99% WIN one hit
Amphi Inf vs C1 Knight 99% WIN one hit
Amphi pinch Inf vs injured C2 Knight 99% WIN no hits 
Pinch amphi Cav vs injured C2 knight 97% WIN one hit
Amphi Inf vs injured C2 knight 99% WIN one hit
Unpromoted 5XP Inf gets 95% vs the final injured cav, (then can promote CGII and annoy 2mn by sitting in that fort)... LOSS
The final guy wins unscratched and promotes to CG1. We were so close to a clean sweep  - but Rival average power dropped by 43k = 230k - that's 150k of units inside the 80k of boats  . When FT worked that out I thought he was about to pop with joy! And fingers crossed that 2metra thinks that we were only after his fleet, imagine the mischief that these chaps can do next turn  .
I'll tell you the plan for next turn now, so that we get kudos even if something goes wrong in the mean time... We airship four of the six Rifles in Mycenae, then our Amphi Infantry finish them all off, we keep the city and use three commando Infantry to take Deserted Prophet and burn Mercy of Kannon. Two worker railroad NW of Mycenae and the fourth commando Inf burns Gateway to Glory. Then we artist bomb DP, land all remaining units in Mycenae and start ferrying reinforcements from the islands.
2Metra still has a huge army but its about an eighth smaller after this turn  . And if we can split it in two and give him culture to wade through then the 20 or so units we can land initially should hold out until our reinforcements can arrive.
On our other two fronts we've got dtay's fleet boxed in and enough units on the main front that he won't be making any ground over there while we're busy here, the worry is that Mackoti will notice our border with him has emptied over the last few turns and turn up with Marines and Tanks in five turns time. If that looks likely we'll have to try to sign peace with dtay and focus back onto that border. Which would be a shame as I'd like to support Commodore a lot better than we have so far (we've barely killed a single unit on the mainland). I think Mack will stick to his "promise" of 35 (I think) more turns of peace though.
One final puzzle - a settler could be handy, but why is this food being spent on building him rather than feeding the starving population? (Don't worry, I set it to all hammers after taking this shot...)
Edit: Happy now FFP?
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
Posts: 887
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Joined: Feb 2006
June 10th, 2014, 03:02
(This post was last modified: June 10th, 2014, 03:02 by Fintourist.)
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(June 9th, 2014, 18:14)Old Harry Wrote: but Rival average power dropped by 43k = 230k - that's 150k of units inside the 80k of boats . When FT worked that out I thought he was about to pop with joy!
Actually I was so happy that I could not even do simple math.. :P It was 43*7 and not 33*7, which means that 2metra lost 300k power when we killed the last knight and razed those ships. (That is also aligned with the 300k drop in rival worst category)
So overall 2metra lost:
15 knights = 150k
6 frigates + 6 galleons = 72k
stuff inside boats = 218k
--> 440k soldier points lost
That's almost half a million soldier points so I consider this fight a decent trade even though we lost the last infantry at those 95 % odds..
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