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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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True, we will just have to see VonD's response and act accordingly.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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Vulture would do a great job, I think.
Theseus has been gone for awhile.
I'll pitch in where I can, but I'm likely to start a new job on the 5th eating up a tremendous amount of time (maybe up to 60hrs/week)
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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quote: Originally posted by Cort Haus
DeepO keeps asking for volunteers but there have been no takers so far that I noticed. |
Now that you mention it....
We need a defense plan, urgently! 8 more turns to Lego marines, and seeing their unwillingness to move their forces out of the way, and their 'replacement' of caravels as scouts by warships (making the transports available to transport troops), we have to be prepared!
quote: So should we try Vel again to see if he's still interested? |
Vel is an ideas guy. I doubt he is going to do the 'dirty' work of photoshopping a precise plan, with precise number of troops and stuff like that. If you ask him, you will get nice ideas about whether conceptually something is better then something else, but it's not his piece of cake to plan something minutely.
However, it is not mine either, and I simply can't spend the time needed for another task... sorry, I have to ask for volunteers. Oh, and in case someone starts on this, I'm sure there will be enough input, but that initial task has to be taken by someone! So please, someone step forward, I know you're all more then able to do it right
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:36
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Yes, and it has implications on how many ships we need to build to be able to land as well. Currently, we only spotted 2 Legonian iron clads, and have 2 destroyers to deal with them (which is enough). However, how many will we need to both have a deterence, a defense, and an offensive force?
Add to that, that from an econ PoV, ships need to come before units, as units are helped by mobilizing, units aren't
DeepO
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Cort Haus
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London
Apr 2002 time: 05:36
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Hmmm, at this rate it will take me at least a thousand hours to come up with anything coherent, useful, and comprehensive. Now I understand why the Pentagon is such a large building.
As it's all so mind-boggling and with so many variables (scary numbers of variables), I tried to start with something tangible - the immediate threat on the turn Lego get Marines. This is the first problem to deal with and it's only seven turns away and counting .... :sweat:
We probably won't have any carriers, planes, battleships, subs or tanks by then, but we'll have just upgraded a load of Rifles to Infantry, which will be our main unit to start with.
To cut a long excuse short, I come up with the following, rather limited analysis on what we'd need to defend our east coast on the turn of Amphib if Lego knocked out all our scouts, and chained 12 Marines in to an unknown destination. It's unfinished, because I realised it was, if not a bullshit scenario then just one of an infinite number of hypotheticals .
quote:
We have 14 coastal cities and 6 inland cities.
Of the coastals, 7 face the Eastern, Legonian side, and 8 face the Western, Bobian side. (Eliopolis faces both seas.)
The immediate threat is considered to be the Western side, where the cities are Hurricane, Blizzard, Inchoff, WoC, Tornado and Sufa. The threat of an attack via RP is also considerable, and it is assumed that Eliopolis would always be a heavily-defended.
Without Artillery, to defend against a 12-marine attack (the number they might field on Turn Amphib + 0) we need 5 Infs in the 50% bonus cities (see below) for a for a defence-success probability of 79%. Vulture's table gave figures for 5 and 8 infs, but not 6 & 7. 6 Infs would probably be very comfy. 100% bonus cities are ~77% safe with 4 infs and 95% safe with 5 infs.
First, assume all our navy is destroyed and we don't know which of the 7 cities faces the attack.
To defend 3 cities @ 100% defence and 4 cities @ 50% defence from 12 Marines at a safety level of 75-80% we need (3*4)+(4*5)=32 Infantry. 4 in WoC, Inchoff & Hurricane and 5 in Eli, Inchoff, Blizzard,Tornado & Sufa.
Full defence bonuses:
Eliopolis : City - 50%
WoC : Metro - 100%
Inchoff : City - 50%
Blizzard : City - 50%
Hurricane : Metro - 100%
Tornado : City - 50%
Sufa : City - 50%
Coastal Hilled cities are Bolderberg and Inchoff.
Coastal Metros are Bolderberg, Typhoon, Hurricane, WoC
Other Tiles
14 coastal mountain forts and 5 Hill forts = 19 High ground tiles to defend, 11 on the east.
Also = 5 Furs, 5 Incense, 1 Oil, (3 iron on high ground - already defended)
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I just copied it in there from my notes, but I don't think it's very useful. All my previous posts had been about heavy naval pickets to get advanced warning on the target zone, but with the naval arms race that would bring, I tried an opposite approach - what do we need if we take the navy out of the equation?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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It is quite fascinating, by far the most interesting portion of the game, I think, with all the varialbes and teams.
One of the reasons I previously mentioned subs was due to the matter of our pickets being removed.
If we maintain a picket line of transports, we could have a set of subs offset by say 2 squares. Not only would they be unlikely to be run into, with such a vast ocean, especially when movement speed is essential, but in the event the pickets are destroyed, we would know exactly what they are doing.
Subs suck, they suck hard in SP. But positioned correctly and with a little luck, they could come in handy. Maybe not enough to salvage stormia, but at least to funnel infantries into more appropriate positions.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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yup, that's what I was thinking with carriers. have a few stationed a square or 2 outside a port, move out a bit, fly some recon, then back to port. The more redundancy we can build into our defense the better, and most of what we build can be used on offense soon anyway.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:36
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quote: Originally posted by Cort Haus
Hence, ~ a dozen subs would be a good investment as a defensive picket net. Not useful on the offense, but I'm sure we'd always find a use for them as eyes somewhere on the map. |
They'll be useful in subhunting for lego subs when we take out their pickets. quite hit or miss, but you never know....
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Cort Haus
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London
Apr 2002 time: 05:36
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quote: Originally posted by DeepO
subs... right... I'll try to work it in. 80 shields, right? that means WoC can be a 1-turn sub pump 
DeepO |
Subs are 100s, unfortunately.
80s : Rifleman, Artillery, Fighter
90s : Infantry, Guerilla
100s : Transport, Submarine, Marine, Tank, Bomber
120s : Destroyer
180s : Carrier
200s : Battleship
Also, Vulture, can you confirm that your tables are all based on the Marine attack of 8 in PTW not 12 as in C3C?
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