[SIZE="5"]Turn 174[/SIZE]
Turn 2 of World War III
Cities Remaining: 29/33
At this rate (2 cities a turn), I'll be dead by turn 189
Alrighty, so Darrell and NoSpace made the expected moves, and one surprise one.
NoSpace again grouped their forces, other than the five infantry from the Battle for Jaffa back in Aleppo. They moved up some naval reinforcements, and a transport carrying three mech infantry and a fourth unit I'll presume is a marine. They have five of those transports loaded up with twenty units: fourteen marines and six infantry if I got my count right. They can do a lot of damage with that force. However, my hope is that they'll have to expose their fleet to do so.
My idea before this war began was that Darrell and NoSpace would initially take cities, but that they would have to sacrifice fleet to my monster navy to do so. However, so far they've both worked around that. Darrell through massive air cover, NoSpace through the speed of their ships and use of Aleppo as a covering base. It's kinda frustrating actually.
So, here the situation in the south when I ended my turn:
Darrell rushed some defenders into Kenya as expected (two mechs, a marine & three rifles), so I was unable to take the city. He additionally bombed my fleet with a couple of his aircraft.
The Indian Battle Fleet consisted in the city consists of two missile cruisers, four battleships, and ten destroyers, with the following promotions and health:
Missile Cruisers
Navigation I
Unpromoted
Battleships
Barrage III – 31.2
Combat III – 32.4
Combat III
Combat II – 28.0
Destroyers
Combat III – 17.4
Combat III – 11.1
Medic
Combat I – 20.4
Combat I - 20.1
Combat I – 20.4
Unpromoted – 23.4
Unpromoted – 21.0
Unpromoted
Unpromoted
Additionally, three of their transports are Nav II, meaning I have five cities under threat: Damietta, Beruit, Edessa, Sidon and Constantinople. Edessa is obviously the defense priority, however, there is absolutely no way I can defend the city. The
HMS Surprise took the pair of Combat II tanks with my GG's out of the city, just ahead of the coming Indian invasion force. They could potentially take multiple cities next turn, but with limited recon (only 1 airship out of Aleppo), they may not realize all the opportunities they have. I seriously do not know why they moved the airships out of the city when they could have had total visibility on a very large area.
Sidon is defendable from one tile, and they would have to tranverse a precise route to reach Constantinople. So, I split my navy into two roughly equal forces to cover both tiles, while simultaneously threatening a large number of tiles should they leave their fleet out. Their air cover is still based out of that fort, and I positioned my fleets just out of range of the bombers.
Defending Sidon, I moved every available unit into position: a missile cruiser, five battleships and ten destroyers. Just enough to oppose all sixteen of their warships (also coincidentally 6 Str. 40 & 10 Str. 30). This is a 50/50 battle if they choose to take it, and would involve them risking transports, as their ships are damaged. My western fleet consists of seven battleships, fourteen destroyers and four transports. Some of my destroyers are damaged, but this battle would be similarly bad for NoSpace to take. I have the transports still loaded to open up the option to go and fork the northern Indian cities. Currently, I'm threatening Aleppo. They have three mech infantry, five marines and an infantry in the city compared to my pathetic force of five infantry and three marines, but they don't know that, and it's enough to face the archers and longbows still staffing most Indian cities.
If I were Novice, next turn I would take Edessa and Damietta/Beruit. I'll respond to the fleet situation next turn, try to mop up more of their offensive forces and move to threaten their cities. The bad news is that they're in Nationhood and are drafting Mech Infantry. The worse news is they now have flight for fighters and bombers of their own. The only good news is I began researching flight this turn and will have fighters of my own soon. Additionally, Shoot has offered to trade me bombers very soon.
In the north, Darrell broke off his transports and some escorting destroyers to head west, now threatening Acre. Waiting for the hammer to fall, I drafted the city and whipped a tank. I just don't have the strength left to defend it, and my navy is now all elsewhere. The city will fall on his turn, then he'll presumably go for the cities along the jungle arm. He positioned the main portion of his fleet - missile cruisers, destroyers and the carrier (with cruise missiles and jet fighters) farther west. He produced a sixth (visibile anyway) transport to the south in Kenya this turn to that needs to be watched. He's still surrounding me with a ring of death consisting of bombers, and his fleet is really starting to grow in strength. However, he keeps making little mistakes.
In two turns of war, he has failed to pillage my bananas! It would be so easy, and really hurt with the health situation I'm facing. Not that I'm complaining.
After Acre is razed, I'm going to refound an inland city in the north between the old Jericho and Acre city locations.
I'm grooming Constantinople to be my fortress city on my west coast. The city is only in bomber range of one of his cities, and is on a hill, so it lends itself to being defensible. Additionally, it is my ironworks city and a high defense priority. Pretty much all the defensive land units I'm producing from here on out on the continent are going here. I'm additionally building up a force of tanks here - to serve as defenders and a counter-attacking force when Darrell eventually tries to put an army on the ground.
The cities I should be able to keep besides Constantinople are Sidon & Hattin, which my navy can defend. My cities along the sea between me and Old Peru should all be pretty safe, as there's only a couple ways into the area and it's far away from any air support for the Egyptians or Indians. My cities in Old Peru and island holdings in the south Sea are all safe as long as Darrell and Novice choose to ignore them and go after my core
Speaking of which, I'm hoping to raze Pitcairn island on t176. I now have three battleships positioning to be ready to lower the city defenses, including the one from Overexposure which pillaged more nets then fled a missile cruiser produced in the city. Darrell's fighter recon potentially had visibility on 1transport after it was produced in Smolensk. I promoted that one to Nav I and moved it to Shoot's city of Zonguldak to pick up four infantry from Pindicator II and hide out of range. The one produced in Kiev moved to Smolensk, so to an observer it would look like I produced one and didn't move it. I'll be able to hit the city with seven infantry and a marine. He currently has an archer, rifle and spear defending it. The problem is that he'll definitely draft out a mech before getting hit, which will be hard to remove. I have yet to run a WB sim, but I may end up waiting until I have a larger force before making any moves against his western holdings or Overexposure. Shoot is due to get me a couple marines soon anyway. I could alternatively offload the troops and attack, but I'm pretty sure he has bombers in range to negate it's effectiveness. I may just be better served by waiting until I have a significant force before attempting anything. However, if I got bombers from Shoot before the attack, I might be able to pull it off.
Speaking of Shoot, the updated ledger:
Quote:[COLOR="Green"]t173: 1 Missile Cruiser
Total:
1 GS
3 inf
2 destroyer
1 battleship
2 missile cruiser [/COLOR]
Darrell and I had a friendly chat earlier tonight where he jabbed I was commanding Shoot's navy. This is to prove the vast majority of those ships have always been mine
Plans for Operation Going Commando go apace. I upgraded a couple EI's for it and produced more marines. The EI carrying the GG's is under a tiny bit of risk this turn, but almost certainly nothing will come of it. Going to use bombers based out an Ottoman fort to support the initial attack on cornered market. The key thing is going to be getting the fleet to the staging tile undetected.
I'm using my GG either for a super city defender mechanized infantry for Constantinople or a military academy somewhere when I get military science. I thought about upgraded a slew of battleships to Combat III, but decided it wasn't worth it. I can always produce another commando unit later as well if I want to. For now, he's idling in Samaria waiting for a mech infantry or military science.
Is there any super-unit I should be thinking of lurkers?
I dipped under six banks thanks to city razings, and now cannot complete Wall Street in Jerusalem. I think things will probably remain that way, even if I try to get more banks up, so I'm going to put the city producing something else and give up on it.
Finally, this was the last turn of my golden age, so I revolted back into slavery:
I then proceeded to do a ton of whipping. I wish you could whip multiple units to competition in a city in a turn, as it would make it more painful to take cities like Edessa and Acre for Darrel and NoSpace.
Losses to date:
Dutch Losses
13 Battleships (156,000)
2 Destroyers (16,000)
10 Transports (60,000)
2 Tanks (50,000)
20 Infantry (320,000)
1 Machine Gun (10,000)
3 Cannon (24,000)
City of Rhodes
City of Aleppo
City of Jericho
City of Jaffa
Total:
636,000 Soldiers Dead (Not Including Power From Buildings/Pop)
Allied Losses
6 Battleships (72,000)
3 Destroyers (24,000)
1 Attack Submarine (8,000)
4 Transports (24,000)
8 Marines (144,000)
1 Mech Infantry (30,000)
7 infantry (112,000)
Total:
414,000 Soldiers Dead
The Power Graph:
End Turn.