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Trip
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Hunt Valley
Apr 2002 time: 00:37
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Once this almighty invasion is through, we need to adequately protect ourselves from a GWT counter-invasion.
GWT may try to send over a group of suicide Galleys over the ocean in order to get to us before they acquire Navigation. Each Galley that tries to get across has a 25% shot at making it. That might not seem very high, but if GWT sends 20 over and gets lucky with 8+ making it, that's 16+ units we could have to deal with. 16 Units could cause quite a bit of trouble for us no matter where they land, especially if all or most of our Knights are killed in the invasion.
There are 3 main points at which GWT can get across in 3 turns:
First is over north of CFC, by the GWT city of Panama and our old site of Equilibrium.
Second is over by CFC's west coast mixed with the area near the island which CFC has settled.
The third is our east coast by Memoria Firaxia and Vox Publica.
In total, setting up a naval sentry net will require 7 ships (from what I can tell, still working out the details). As the one large area to the west is CFC controlled, they can submit 3 of the ships necessary to cover this area. The other two can be handled by us.
The nets should give us at least 2 turns warning before GWT lands, giving a centralized force of Knights enough time to get anywhere on the continent in time to thwart a landing.
This, of course, means that we'll have a number of ships tied up and otherwise unable to do anything else (including using them for the second invasion). It will require us to build more boats later on for other purposes, and we should expand our net in case GWT gets Astronomy and other options open up for them before our 2nd and final wave hits home.
I'll have pictures of the nets and their exact tile coverage either later tonight or tomorrow.
Here is a simple summary image taken from the F3 screen in the meantime:

Note that the ship between the southern CFC zone and our northern zone is not actually necessary (1 tile shy of being one of the worry zones), so you can ignore that.
Last edited by Trip on 25-06-2004 at 09:12
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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Now, to be the Devil's Advocate here
What if GWT (and possibily GCA) are working on prebuilds for the Great Lighthouse/Magellins??
Even if they go for the Great Lighthouse, it might still be up with enough time to allow them to not have to worry about Navigation, as quickly. Yes, they would still have to have 1 turn out in the open water, but then, the overall percentage to cross would be at 50% and not 25% (based on 2 turns at 50% - cumulative).
Now, with Units to burn, so to speak, they really wouldn't care too much if they lost 1/2 of a force sent across, because it just still might cause us enough Havoc in the end. Especially if setting up a Fortress Island for their later Main Invasion.
The thing is, that we will have to be very, very careful, over the next 60 turns.
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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Also, they could chain, with the Lighthouse
Try this:
First send 1 Galley across, empty
if it makes it, you them send the next across, full, but you transfer the unit to the empty one and they are safe.
Then if the 2 nd one makes it, you do the transfer again
If not, you send another empty one until you get it acrooss and repeat.
If you stay out in sea water and risk sending the empties across, your only risk is the empties and not the land units.
You then have a fairly sizeable force to go against your opponent, before they can suspect you of doing this, and surprise is on your side....
E_T
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