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Jack_www
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Hello everyone. I know that it has been a long time now, but I came bye to hi and see how the team is doing. I hope no one minds but I would like to add my thoughts about this war that is coming.
First this is that if we are attack consider moving infantry units form other cities that are far from the war zone to help in defense.
Second I think you guys are already doing this, but I will say it anyways, build lot of artillery.
Third, I have always believed that being on the offensive is much better then fight densively and reacting. Of course Legoland is in no position to attack at this time, but once we get tanks consider attacking our selfs if we have defeated their invasion force.
Forth, we should aim at trying to sink as many transports as posible. YOu cannot stop them all, but if you can sink 2 or3 that is killing 16 to 32 attacking units that could stop them dead in their tracks. The goal is not to kill all the transports but kill enough that they do not have enough units to attack. They will be forced to withdraw and regroup before attacking again giving us more time.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:34
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quote: Originally posted by Jack_www
First this is that if we are attack consider moving infantry units form other cities that are far from the war zone to help in defense. |
We are certainly going to do that, no doubt. Every single unit not required elsewhere will be facing the invasion stack (protecting the artillery). The "war" will most likely be one rather short, but intense battle - if the invaders succeed to break out of the beaches, we will be defeated and crumble in just few turns. If we manage to pin the invaders down, they'll be defeated. So - yes, of course, all our cities that will not be under the direct threat of a seaborne invasion will be emptied, their garrisons sent against the landed stack.
quote: Originally posted by Jack_www
Second I think you guys are already doing this, but I will say it anyways, build lot of artillery. |
We've got 61 arty pieces ATM, which I believe is ok. We now need more infantry to protect those valuable arty pieces (and that's one of the things we are focusing on, speaking military production). Artillery without a proper escort is more of a liability than an asset - since you can lose it to your enemy.
quote: Originally posted by Jack_www
Third, I have always believed that being on the offensive is much better then fight densively and reacting. Of course Legoland is in no position to attack at this time, but once we get tanks consider attacking our selfs if we have defeated their invasion force. |
I am not sure I agree completely... the thing is that anyone trying to invade us must carry out a seaborne operation. Seaborne invasions are extremely costly against human players. However, the same applies to us - we'd have to attack from the sea, having the same problem.
But - as you correctly point out, it's a moot point ATM. With no tanks, there is no possibility of attacking. We'd only be wasting troops.
quote: Originally posted by Jack_www
Forth, we should aim at trying to sink as many transports as posible. YOu cannot stop them all, but if you can sink 2 or3 that is killing 16 to 32 attacking units that could stop them dead in their tracks. The goal is not to kill all the transports but kill enough that they do not have enough units to attack. They will be forced to withdraw and regroup before attacking again giving us more time. |
While true, this is easier said than done against human players - they do know how valuable those transports are. I am actually willing to bet the invasion armada will have her escort strong enough to not allow us a single shot at the transports. 10 DDs would be enough to do that... and GS certainly can put 10 DDs together for this task. We have a sizeable BB fleet to attack with, but still - I seriously doubt we will be able to put more BBs together than GS will have DDs escorting those transports (plus - keep in mind we do not know where they will be coming from, so not all our BBs may be within the striking range).
However, I believe we will be able to make their life quite difficult after they land.
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Jack_www
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NOw that I looked at their millitary I can see attacking the transports would not be should a great idea right now. GOW and GS have 25 transports between them. If they have that many transports they dont have to fully load up each transport with units, thus even if they lose one they would not suffer much. Do you guys think GS and GOW will attack us at the same time? if they do they could land a 120 unit invansion force on our beaches if they wanted too.
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Jack_www
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THe one good thing that I see in all this, they dont have that many artillery units. Form my experience with Civ3 if you have at least over 60 artlillery units you can blast through the most heavily defended cities you can find. So at least I think they wont be going that route.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:34
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quote: Originally posted by Jack_www
Do you guys think GS and GOW will attack us at the same time? if they do they could land a 120 unit invansion force on our beaches if they wanted too. |
There is more than one scenario possible... the worst one is they both strike at us at the very same time. That would be rough. They may strike 1-2t earlier, at Vox - to lure our troops to Voxtavia, allowing GS bombers (once they have some) to isolate us there by cutting the RR link along the Isthmus of Invoice - that we are prepared for (a strong transport fleet anchors in Port Hammer, ready to bring troops from Voxtavia back home in a single turn).
GoW may even be going after ND, who knows...
quote: Originally posted by Jack_www
THe one good thing that I see in all this, they dont have that many artillery units. Form my experience with Civ3 if you have at least over 60 artlillery units you can blast through the most heavily defended cities you can find. So at least I think they wont be going that route. |
Using loads of artillery for campaigns against human players is tricky. You need a LOT of infantry to protect those pieces, otherwise you may easily lose the arty to a counterattack - I've done that in the DoN game. Took 40+ arty pieces from careless Hot_Enamel. What looked like a war instantly won from him (he was stronger than I was), turned into a nightmarish race with the clock...
Lack of GS/GoW arty suggests they do not fear being attacked...
quote: Originally posted by lmtoops
Well GS/GoW have almost 100 tanks, and now they have Amp. Warfare. I don't know what else they could be waiting for. The attack should come very quickly. We will soon see if our prepartions have been adequate. |
My personal guesstimate is 2t till their armadas set sail. 2t maximum.
quote: Originally posted by lmtoops
I trying to think of what else could be done, but I see nothing. Every turn that they delay their assault is a bonus for us (bombers, artillery, BB, infantry), but we have no control over the timing. Frankly, I am a bit surprised that they have not already launched. |
Ditto. I am quite surprised, too. Their massive buildup is close to an overkill, methinks... an overkill that actually compromises their chances of success. I hope they have already missed the best moment... speaking relative, of course. With 100 tanks, the time is still quite ok. 
Their only advantage now is the sheer number of tanks - the element of surprise is gone (though they may not be aware of that), our own tanks just few turns away... and who knows, we may even be able to finish a couple of hydro plants before being hit (Legopolis at least will finish it - and that's 1t bombers or 1t tanks).
I will go through the turn plan one more time today. I have to confess I found out about the A.W. discovery only after putting it together. I may switch some cities from infra (hydros, hospitals) to infantries. See the turn plan thread later today.
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Jack_www
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would you consider war time economy? I know that it is hard to turn off once we do it, but it would boost millitary product if it came to that point.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:34
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quote: Originally posted by Jack_www
would you consider war time economy? I know that it is hard to turn off once we do it, but it would boost millitary product if it came to that point. |
This is a question very difficult to answer without a specific situation. As others pointed out, unless the war goes bad for us, we will probably not have to mobilize. Our shield output (especially with hydro plants which we are likely to finish before or very shortly after being invaded) should hopefully be enough to replace our losses and even build some extra troops.
However, if we get unlucky and suffer high infantry losses, we may have no other choice, but to mobilize. The difference between 1t & 2t infantries/tanks may be the difference between winning or losing the war. We would have to carefully check how many cities would become capable of producing military units faster... the price is very high: only military builds allowed (except for whatever you are building at the moment you mobilize).
So... consider? Seriously consider? Definitely! Actually use? Only in a rather specific situation, I'd say.
The longer this war will last, the more likely it will be, I think - especially if GoW contributes more than just a token distraction stack to the war effort. To withstand the might of united economies of GS & GoW longer then just few turns, we would probably have to mobilize.
I used mobilization once - it was in that memorable DoN game. It almost helped me to defeat Hot_Enamel. I had a war-torn empire only to work with (pretty much destroyed by a previous attack), yet I was able to outproduce/outbuild him in terms of military within just few turns. It's definitely something to keep in mind.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:34
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quote: Originally posted by rendelnep
Do we know that 'they' have a good knowledge of how vital VOX is to our science. i was just wodering because their anilation would constitute as a serious blow right? and Vox be ideal for a blow of vengence despite their high amount of hilled cities. maybe we should suggest they locate a settler within Legoland just incase. |
That's difficult to say... most probably, they are only becoming to realize how much of help Vox is to us science-wise. But they may be focused on us much more, sort of neglecting Vox.
Either way, there is not much we can do. Having a settler somewhere in Legoland would be useless. It's not the very Vox existence that is important to us. It's their research power, their free modern tech, and their support. Saving them just for the sake of saving them would make little sense.
Fortunately, the rough terrain of Voxtavia and the Voxian city spacing does not really make a sudden crushing blow possible. And if someone simply lands, then it's pretty much like if Legos was invaded - we'd send in as much as we'd be able to. Escorted arty and cavalry/tanks.
BTW, Vox do have a picket wall up, just like we have.
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