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Trip is offline Trip
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Operation 'Destroy Ruhrpott' Support Apolyton, buy Civilization III: Complete

The vote seems to be heavily in favor of attacking GWT soon with the goal of destroying Ruhrpott, their FP city, delivering them an irreperable economic blow. Now is when we start planning how this baby is going to go.

Considering rushing boats into question, we can come up with 12 ships (appears to be 11 Caravels and 1 Galley) ready to launch in 12 turns for a cost of ~250 for rushing. We can add a 13th for another ~80-90g. Keep in mind that all Galleys will also have to be upgraded - 8 of the 11 Caravels for a cost of 160g.

11 Caravels and 1 Galley gives us 35 cargo space. Subtract 1 for the Settler and we have 34 to work with. Assuming we go with DeepO's idea about having a two-wave strike (more on that in a bit), we will probably want, say, 8 Muskets and 26 Knights. Quite a nice force we're talking about. We have 12 Knights currently, with 2 more likely being built. That means we will need 12 more Horsemen built and then upgraded for a cost of 960g. The 8 Muskets can be upgraded from our current NM contingent for 60g each, that being 480g.

Total amount for upgrades is 1600. Plus rushing and we get a total pricetag of around 1850 gold.

We shove off from the Incensity launching point (Inc 9-9-9) in 12 turns (including the current turn). We will have Astronomy in 3 turns and Navigation should take 8 more (completing on the 12th turn, the turn we leave). At our current pace, we are generating 41 GPT. Over the course of 11 turns that ends up being 451g of our own (in addition to the 443g we have now). That's 894g that we by ourselves will generate. This means we will need another ~1000 gold from CGN and CFC. In my talks with Donovan Zoi from CFC he said that CFC alone could provide 800g of their own within 10 turns. CGN can provide 120 per turn (currently, until they lose more cities) This means gold should not be too much of a problem.

Finding places to come up with those 12 Horsemen is the responsibility of E_T. Mingapulco alone can do 4 of them after it finishes its current Knight, Banana can do 3. The other 5 have to come from somewhere else.

That is the economic side of things. Won't be too hard to pull off. I'll leave the detail-hammering-out to E_T though, since he seems to enjoy it so much.

Last edited by Trip on 06-05-2004 at 06:55

Trip is offline Trip
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The actual operation itself begins in 12 turns. We finish Navigation at the start of that turn, allowing our Galleys and Caravels to enter ocean tiles for the first time. The target is the Egyptian peninsula where Ruhrpott and GWT's 2nd core is located.

Here is an image of the plan as it stands currently:



The white and green dots are the points at which our navy would pass through each turn - 1 through 4, with 1 being the turn we get Navigation; or turns 12 through 16 from now) The yellow shaded area is the visibility of a forted GWT Galley at EVERY coastal tile (so we have no guarantee of being seen at all, those are simply the potential sighting tiles) - the main concern would be a GWT Galley forted AT point 4, as it would be able to see our fleet at point 3. Point 4 is also the final debarkation point for our invasion force, and we then land our first wave 6 of that tile (4-4 of Ruhrpott) at the debarkation point. The following turn whatever survives in addition to the 2nd wave a turn behind can then attack Ruhrpott and hopefully capture and raze the city.

As I just mentioned, this is a 2-wave operation.

The first wave is designed to land on turn 4 and hold the tile until the next turn when we are able to attack. Because of this goal, its primary composition should be defensive units, namely Muskets. Additionally, a Settler will be an important part of this wave because it allows us a potential place to heal, some extra culture after Ruhrpott is razed allowing us the use of some extra road tiles, and most importantly of all - a location to land units with full use of their movement. This is the key facet of the second wave. The proposed composition of the first wave is 8 Muskets, 6 Knights, and 1 Settler. This is 15 units out of the total of 35 that we will be sending for this operation.

The second wave is designed as the real muscle behind the invasion. It includes the remaining 20 slots of our transport capacity, all 20 of them being Knights. After the first wave weathers the storm on turn 4, this wave, up to a total of 1 full turn behind, will use the boats and move into the city. The Knights will then be awakened and have full movement capability, which is what we need to be able to strike at Ruhrpott. The remaining offensive pieces of the first wave join those of the second (hopefully all 26 Knights), take Ruhrpott and then raze the city.

We then have two options - retreat with what we have left, content that our effort has achieved total victory and destroyed a large segment of the production and trade capability, or we can continue rampaging, destroying other cities and possibly fighting the main GWT army.

The first option is safer, as it gets in, gets out and then lives to fight (and possibly land elsewhere...) another day. The goal of the operation complete, we leave having won and begin planning the final doomsday wave to end this game once and for all.

The second option has the potential to do much more damage, especially if GWT gets another leader somehow and has the capability of rebuilding their FP quickly. However, one of the problems is that the more we fight over there the more chances we give GWT to get a leader...

A dilemma indeed.

The Diversion


But do not forget, we have other options as well... namely, our neighbors CFC! They have a fair number of boats themselves, and DZ has been concentrating on building up a Rider force. While it's likely they don't have many now, they could probably get a good 8 or 10 ready by the time we want to invade. Additionally, CFC could upgrade some Muskets and send them all off and land them on some GWT mountain. That would really cause GWT a headache... a simultaneous attack on both their 2nd core Ruhrpott and on the opposite side of their empire with CFC stirring up trouble.

A potential real target for CFC to go after would be Flammburg and Leo's Workshop. However, it's rather well tucked away, and I don't see CFC having much chance at razing the city before GWT could unleash the full fury of their Ansar upon them. CFC could also land further north by GWT's core, hoping to land a crushing blow there as we hit Ruhrpott. Or they could simply be another headache for GWT.

Last edited by Trip on 06-05-2004 at 10:21

E_T is offline E_T
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  Old Post 06-05-2004 05:49
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I think that it should be named after your initial thread, dealing with GWT getting Leo's.

Operation Damocles

E_T

Trip is offline Trip
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Gah, what's it with you people and the damn names.

Fine fine, Damocles it is... get back to work...

Arnelos is offline Arnelos
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  Old Post 06-05-2004 06:25
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Damocles?!?!?

[sarcasm]

Yes, let's name the operation after a sword hanging over our heads about to kill us and us worrying about our own doom and gloom. Oh, that's so very optimistic!

[/sarcasm]

C'mon, we can do a lot better than that.

We are the enlightened and banana-believing civilization staged to bring our enlightened culture to the rest of the world by force of arms or conversion in the future... and in this specific case we are conducting a surgical strike to hurt the chances of the evil forces of our enemy which stand against us.

This operation will be but the first cracks of light on the horizon which will eventually bring about the liberation of the Firaxian people as well as the Webringen people from the certain dispair brought by being denied the grace of the Great Banana. As they feel, for the first time, the warmth and beauty of this light fall upon them (even if only briefly), they can hope for what is yet to come.

How about...

Operation Righteous Dawn

E_T is offline E_T
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Hmmm, well, that's atleast better than the original "Swift Vengance" that Trip had....

E_T

Arnelos is offline Arnelos
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quote:
Originally posted by E_T
Hmmm, well, that's atleast better than the original "Swift Vengance" that Trip had....

E_T


Actualy, Swift Vengeance isn't bad.

ZargonX is offline ZargonX
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  Old Post 06-05-2004 06:45
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quote:
Operation Righteous Dawn


Did you take that one from the GWB playbook, Arn?

Trip is offline Trip
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OMG!

Name issue solved... moving on...

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Trip...but we haven't discussed what kind of feed we will bring on the ships for our Knights....or the colors of our flag!

Trip is offline Trip
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Bah, sometimes you guys make me sick.

I've added the operational part of the plan (2nd post). Most of it is what has been hashed out here initially in the forums and then in the chatroom.

Please comment on the current plan and help us decide what is optimal for us to do.

Arnelos is offline Arnelos
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  Old Post 06-05-2004 10:22
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Kloreep was kind enough to post a log of the internal chat we just had on this subject in #apolytonisdg. It's actually relatively short, so you can reference it "The Chat Thread".

Togas and I also just discussed these issues with Octavian X of CFC. We'll get a log up of that shortly in the FA Correspondance thread.

Arnelos is offline Arnelos
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Kloreep fixed the tag problem in the internal chat log and I just put up the chatlog of the chat with Octavian X of CFC.

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Trip,

Just read your operational post.

I love most of your stuff for the Apolyton plans excepting one minor problem. What do we do if there is, indeed, a GWT or GCA galley sitting at Point #4? They'll get 1-turn warning of our approach AND we'll have to kill the galley (likely costing us 1-2 of our own ships filled with our units). Obviously, we attack anyhow and just take the losses, but is there any way to minimize this danger? I figure it unlikely to minimize that danger, but I'd just like to go fishing for any bright ideas anyone might have.

The only other comment I can think of right now is an idea based upon the talk I just had with Octavian X and from talking to you...

You know, we could use CFC's 3-move Riders to our advantage here. Unlike us, they can land a force of riders fairly near the the GWT core and rush for Partemunde or another major GWT city and hope to sack it (if they hit it with everything and go for broke) before GWT arrives. If they do that, it would be a complete sacrifice of units, probably only for a couple cities, but it could be far more devastating than even the loss of the FP alone.

It's at least worth contemplating.

At this point, we need to just do as much brainstorming as possible.

BigFurryMonster is offline BigFurryMonster
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Why two waves? Why not disembark everything on Turn 4 and then attack with the Knights on Turn 5?

Is a Settler actually able to build a city within their cultural borders? I'm not sure whether the destruction of Ruhrpott will leave tile 4 outside their borders.

MrWhereItsAt is offline MrWhereItsAt
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quote:
Originally posted by Arnelos

What do we do if there is, indeed, a GWT or GCA galley sitting at Point #4? They'll get 1-turn warning of our approach AND we'll have to kill the galley (likely costing us 1-2 of our own ships filled with our units).


I'd imagine we just do as you say - attack and kill the Galley to allow the rest through. We may lose a ship of troops, but after all, that's why we're sending so many, to provide redundancy. These guys should all be disposable anyway, assuming we meet at least the first objective.

* MrWhereItsAt has a different name idea

"Righteous Dawn"?

MrWhereItsAt is offline MrWhereItsAt
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Oh I DID have a useful point to make... From what I can gather GWT has not got Saltpeter yet, but in the intervening turns it is possible they will, and they could be upgrading their Pikes now. Granted they would not likely do this in their (they think) protected rear, but perhaps we should see if that many Knights could handle 3 or 4 Muskets in Ruhrpott, especially if they did spot us coming.

Trip is offline Trip
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quote:
Originally posted by BigFurryMonster
Why two waves? Why not disembark everything on Turn 4 and then attack with the Knights on Turn 5?

Is a Settler actually able to build a city within their cultural borders? I'm not sure whether the destruction of Ruhrpott will leave tile 4 outside their borders.

Yes, we can build the city inside their borders because their city placement allows us that 1 tile. With a city in place it allows us to move ships a turn behind the initial wave into the city and the units onboard will STILL be able to attack as if they had landed the previous turn (4).

I've simulated the effects of building the city inside their borders and this is what I've found: When the city is first built on turn 4, the only culture it has are the tiles 1, 4 and 7 of the city. However, once Ruhrpott is destroyed, it will also assume the tile 6 of the city, giving us a direct road further into their empire (or further out for an evacuation operation).

Trip is offline Trip
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quote:
Originally posted by MrWhereItsAt
Oh I DID have a useful point to make... From what I can gather GWT has not got Saltpeter yet, but in the intervening turns it is possible they will, and they could be upgrading their Pikes now. Granted they would not likely do this in their (they think) protected rear, but perhaps we should see if that many Knights could handle 3 or 4 Muskets in Ruhrpott, especially if they did spot us coming.

With the amount of forces I'm talking about (26 Knights), 3 or 4 Muskets wouldn't hardly cause a dent. I would say that up to about 10 we should be able to handle.

Trip is offline Trip
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quote:
Originally posted by Arnelos
Trip,

Just read your operational post.

I love most of your stuff for the Apolyton plans excepting one minor problem. What do we do if there is, indeed, a GWT or GCA galley sitting at Point #4? They'll get 1-turn warning of our approach AND we'll have to kill the galley (likely costing us 1-2 of our own ships filled with our units). Obviously, we attack anyhow and just take the losses, but is there any way to minimize this danger? I figure it unlikely to minimize that danger, but I'd just like to go fishing for any bright ideas anyone might have.

Well, to be perfectly honest if this were the case then we'd basically just have to suck it up and attack as you said. In order to SEE us coming GWT will need to have a Galley FORTIFIED there. So even if they do have a ship there the turn we land the chances of them seeing us are even slimmer than them having anything there.

The plus side is that there's a lot of water over there and the chances of GWT having a Galley on that tile at any given moment are very low. ESPECIALLY given the fact that if GWT is building Galleys with their cities over there and sending them south, this particular tile would be OUT OF THE WAY for a Galley going towards the front. They'd have to be extremely, *ahem*, "lucky" in order to spot us coming or to have anything in our way when it matters.

quote:
The only other comment I can think of right now is an idea based upon the talk I just had with Octavian X and from talking to you...

You know, we could use CFC's 3-move Riders to our advantage here. Unlike us, they can land a force of riders fairly near the the GWT core and rush for Partemunde or another major GWT city and hope to sack it (if they hit it with everything and go for broke) before GWT arrives. If they do that, it would be a complete sacrifice of units, probably only for a couple cities, but it could be far more devastating than even the loss of the FP alone.

It's at least worth contemplating.

At this point, we need to just do as much brainstorming as possible.

Correct, I'm currently looking at different possible landing sites for CFC.

One possibility is on the mountains just east of Sacknasenhausen, one of GWT's largest cities. CFC can barely sneak by the visible area of GWT's borders by wrapping around just west of the desert peninsula. They then move north and land on the mountain 6-9 of Sacknasenhausen. We know that Parthemünde is also in the area, and depending on its exact location we may have a shot at that city along with Webringen from that landing site.

Another possibility is nearby Anja, probably on the hill 7 of the city. This site also gives CFC a good shot at taking out some GWT cities nearby, including Parthemünde again.

The final landing site I was looking at was the mountains just SE of Wüstenblau. From there CFC can take out Wüstenblau, Eumelsand and perhaps with some luck, Flammburg as well. Though I would think that GWT will be able to react fast enough to prevent their Leo's city from being captured.

E_T is offline E_T
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How about this, CFC lands near and takes out the Chokepoint Cities and as much of the road network to the north. For one thing, this will remove the Wines from both GWT & GCA and slow their forces down for a while. This, in concert with everything else would be more than CFC should be able to handle.

E_T

Master Zen is offline Master Zen
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has anyone thought of the potential game-long WW we will be suffering in case GWT doesn't attack us on the first turn???

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quote:
Originally posted by Master Zen
has anyone thought of the potential game-long WW we will be suffering in case GWT doesn't attack us on the first turn???

Aaaaand WHY would we be suffering from such an affliction?

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no WW at all with a military alliance?

Trip is offline Trip
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quote:
Originally posted by Master Zen
no WW at all with a military alliance?

We may suffer WW for a period of time, but certainly not the rest of the game.

DeepO is offline DeepO

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quote:
Originally posted by Trip
The first wave is designed to land on turn 4 and hold the tile until the next turn when we are able to attack. Because of this goal, its primary composition should be defensive units, namely Muskets. Additionally, a Settler will be an important part of this wave because it allows us a potential place to heal, some extra culture after Ruhrpott is razed allowing us the use of some extra road tiles, and most importantly of all - a location to land units with full use of their movement. This is the key facet of the second wave. The proposed composition of the first wave is 8 Muskets, 6 Knights, and 1 Settler. This is 15 units out of the total of 35 that we will be sending for this operation.

The second wave is designed as the real muscle behind the invasion. It includes the remaining 20 slots of our transport capacity, all 20 of them being Knights. After the first wave weathers the storm on turn 4, this wave, up to a total of 1 full turn behind, will use the boats and move into the city.

A few remarks:
- it is probably better to include a few more knights in the force. However, too many, and GWT will choose to move everything in its FP city, instead of attacking the stack (which it should, ideally. our muskets are just cannon fodder)

- if ship chaining is allowed (it is, right?), the second wave would be ideally 1 turn +1 tile behind. The ships from the first wave can ferry all second wave units across. This is ideal as it masks our intention as long as possible, if GWT has any ships in the neighborhood, they will certainly scout for reinforcements, as nobody is going to attack with only 15 units. But in order for this to succeed, you need as many ships in the first wave as there are in the second.

- both things combined: use [edit: correction: 8] muskets, [8] knights and a settler in the first wave, and 18 reinforcements in the second. First wave is a credible invasion force for precision strikes while being too hard to utterly destroy in one turn, the second wave will almost certainly capture Ruhrpot.

- last comment: have the empty spot (if there is any) in the caravel / galley not taken up with the settler, in case a ship is present on point 4, it needs to be attacked with something, with as little risk as possible to lose important units. Also, have at least 1 ship of the second wave at point 3 together with first wave, so that in case something unforeseen happens it can replace part of the first wave.

DeepO

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Something that was discussed in chat that I'd like to repeat here:

We need to remember that GWT does not know our intentions when we land. Surely, they will know that we have hostile intentions, but they don't know if we're there to conquer, destroy, or distract. Their military reaction will be different depending on which of the three they think we're undergoing.

For example: If we come to conquer. They would choose to destroy cities (if they don't think they can retake them) instead of allowing us to have them. If they think we're there to destroy, they'll move to protect their most important holdings. If they think it's a distraction, they'll send only an appropriate supression force with little interruption on their building plans.

While it may be ideal for them to think it's a distraction, we're sending too many forces and we're building a city on the landing spot. Those actions are more indicative of a long-term campaign or conquest.

Therefore, I believe that it is in our interest for them to believe that we are out to conquer their cities. This would cause them to try to defend them all or (better yet) retreat military units out and regroup them to counter attack when their fast movers return. This may also cause them to destroy cities they cannot protect so that we cannot capture them. It may also cause them to cut roads to slow down our advance.

We need to, in effect, use pscyhological warfare and disinformation to our advantage. We should definately build a landing city and name is something that invokes a conquest theme. We also need to make a large showing of force and at the same time cloak our actual number of units so that it appears we are trying to keep them from seeing how many units we have. We may want to capture multiple cities at the landing zone and hold them for a few turns (only if we believe they are safe from counter attack) to give a showing of our intention to capture, not to destroy. We could later destroy them all on the same turn we destroy Ruhrpott.

In addition, if CFC also lands some troops on the other side of the continent, it will give a stronger illusion that we're out to conquer GWT, and it may also counter attack to CFC and not us, allowing us more time to destroy.

Ultimately, we should destroy as much as possible and then run. We don't need GWT to have chances at new leaders to rebuild their FP. Our goal will be to tear their country apart and do as much damage as possible. After this invasion, we are not going to get another chance at this. We have to make this one count.

--Togas

Vlad Antlerkov is offline Vlad Antlerkov
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Psychological warfare in the city name? Call it "Port Sealion" or "Omaha Beach" or somesuch.

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quote:
Originally posted by Vlad Antlerkov
Psychological warfare in the city name? Call it "Port Sealion" or "Omaha Beach" or somesuch.


Omaha Beach is a good idea.

I was originally thinking of using my suggested operation name, "Righteous Dawn", but "Omaha Beach" or something of that variety may be even better.

Of course, I worry slightly about our attempt at disinformation being too obvious, but we have plenty of time to discuss that.

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quote:
Originally posted by Trip


The second option has the potential to do much more damage, especially if GWT gets another leader somehow and has the capability of rebuilding their FP quickly. However, one of the problems is that the more we fight over there the more chances we give GWT to get a leader...

A dilemma indeed.





Please! We'd have more chances at attaining a GL as well. If things are going well militarily for us, then we definately should have CFC make a landing elsewhere and then we both continuously put pressure on them. 3rd and 4th waves should follow.

CFC will want to start their GA this way. We might want to consider sending a Mercenary or two to get ours started as well; or are we still counting on a GW to do that for us at this point?

 
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