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Master Zen
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of naughty
Jan 2003 time: 23:23
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from GS:
quote:
Dear Master Zen,
This is coming from me rather than Cort Haus simply because I happen to be around at the moment. Feel free to send responses to whoever you prefer.
First, to clear up the timing. Be aware that turns change from 10 years to 5 years in 1250 AD. As we understand it, the proposed timeline (with 1 turn delay for 5 more tanks) is therefore:
Turn Year Event
233 1180 Current turn (as of time of writing)
234 1190
235 1200 Celebrate start of 13th century
236 1210
237 1220
238 1230 GS southern task force loads up and moves out from T-5 to T-4
239 1240 GS South moved from T-4 to T-3
240 1250 GS Northern group sets sail, GS South moves (T-3->T-2) GoW group sets sail
241 1255 GS North and South move (T-2->T-1)
242 1260 All groups at T positions, hoping not to get to slaughtered by Lego
243 1265 D-Day. Amphibious invasions by GS and GoW
Does this match up with your plans, or do we have a mis-communication somewhere? We are fine with the extra turn delay. Five more tanks in the initial turn's invasion force is probably worth more than what Lego can produce in the extra turn.
Second issue: strategy.
Our plan is to do the amphibious assault, move transports into the city, unload, and go on the offensive on the same turn. Tanks only have 2 moves, which isn't enough to take more than one or two cities normally, so we're taking along several settlers to allow us to reach further. If the interior cities are lightly defended, that allows us to get a whole load of them in one turn (with the aim of razing their FP city).
From your plans, it looks like you're planning to take a coastal city, and then sit in it to ride out the Lego counter-attack. With no settlers you won't be able to hit any new cities on the first turn. You need two to get from Jackson or Dye Fields to Legopolis. And your rally point for the final assault is (we think) one tile too far from Dye Fields - the transports will only be able to move next to it, so all units will have to move into the city, and therefore can't do anything else (or fortify).
While it is obviously up to you what strategy you go for, it would probably be good to know what to expect from each other. Currently we are planning to take and raze as many cities as possible in the first turn, whilst also holding a heavily defended coastal city to channel reinforcements through. What is your overall strategy?
Regards
vulture
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Actually the settler bit I had completely forgotten about when I rushed to make the spreadsheet. The three camps should be able to build 3 settlers, and we can delay 1 turn to get 5 extra tanks + 3 settlers in an extra transport built in DDDungeon.
Also, check the dates and we can launch from one tile south so we can hit Dye Fields and put in our transports directly into the city (I made a mistake on that map)
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