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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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okay, this needs some prodding, it seems, not too many comments were posted on this question.
As can be seen here, I would like to delay embarking for 1 turn as opposed to the GoW plans (so turn 240(1250 AD), not 239 (1240 AD)). That will mean we've got 53 marines. We could also delay to turn 241, in which case we've got time to upgrade all our inf to MI and ship those to Lego.
To be complete: invasion is 3 turns later. So 242, 243, or 244. Lego will have tanks in 242.
So:
- no delay (turn 239, next turn), with either extensive chaining, or too few marines
- turn 240, with marines, and possibly chaining of 8 MI
- turn 241, with all MI, but facing more tanks.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:21
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241
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Aeson
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orangesoda
Nov 2001 time: 22:21
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(Forgive me if this is the chaining that has been previously suggested. I forget where it was and what it was consisted of.)
I think we can go on 240, so change my mind. Vox may be a problem, but we can do without them I think. Lego has Tanks so it might not be a great idea to give them "free" upgrades on turn 1 anyways.
Transports from Hurricane being short rushed and/or disbanded unit (Rifle) if necessary to get 1 turn Transports.
Build/Reserve 3 transports for chaining purposes. 1,2,3 need to be empty on turn 240 and sail with the main fleet.
Turn 241 we build a Transport(5). Fill 5 with Marines and chain to 1. 1,2,3 stay with fleet.
Turn 242 we build a Transport(6). Fill 6 with units (MI?). 6 chains to 5, 5 chains to 2. 1,2,3 stay with fleet.
Turn 243 we build a Transport(7). Fill 7 with units (MI/Marines/Tanks). 7 chains to 6, 6 chains to 5, 5 chains to 3. 1,2,3 are ready for invasion. That gives us 24 units (up to 16 MI right?) we can ship across.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Aeson, I saw it a little differently what chaining is concerned. I proposed 2 options for 240 (but I should be more clearer in these proposals, I'm aware they get cluttered in to much text. Sorry.)
Option 1:
- Sail in 240. Leave 1 transport behind. All marines and other stuff already build on our transports. One transport empty.
- on 241, one transport chains 8 marine to the fleet, and off we go. We can't get to MI, as computers are discovered in 241, so upgraded MI are present in 242
Option 2:
- Sail in 240. Leave 4 transports behind (or build new ones while we're waiting). Leave 4 transports empty in our fleet.
- in 241, 1 transport chains 8 marines to the fleet. It will stay behind, as well as one other empty transport.
- in 242, 2 transports leave Hurricane for the empty transports (which might not be there, by the way, as Lego will certainly go for our supply lines if they are unprotected. They have a sub nearby that has run from our detection grid), with a couple of marines if we want, and the rest, minimum 8, MI. The ex-empties chain to our fleet, and off we go.
There is of course another option, where we would only use 2 chaining transports, and chain 8 M in turn 241, and 8 MI in 242. In 241, we can have a total of 53 marines (without pollution), which is slightly less than the 56 requested. In 242, we can get 61 if wanted (possibly 62 even, but I'm counting on pollution eating at least one)
Your option of chaining with 3 transports is not necessary, as in turn 242 everything we need is built, we don't have to wait until 243. Meanwhile, those empty transports in the middle of the sea are at risk... if the BS stack would go for Hurricane instead of protecting the Lego coast, it would most definately spot our empties. The same applies for subs, of which we know at least 1 of them is currently in the neighbourhood.
After invasion, chaining becomes something else, and can give instant reinforcements to the front. However, I would like to have some protection close when that's needed, and don't risk the empties in the middle of the sea. The problem with a chain is that Lego only needs 1 sub take out 1 chain, to stop the whole line from working... a minimum of protection will prevent that (e.g. 1 sub+1 DD per empty transport). As a result, we might need to consider building a couple of subs once our marines are built, or at least retreat the ones left over from the initial attack.
I would however, whatever the outcome, build one more transport in turn 242. The rest of the chain is present or not, in case it is, we can use it for 8 more MI, without costing us anything. But only count on this as a lucky bonus, not as a tactic, as the risk simply is too big.
Oh, chaining when embraking on turn 241:
1 transport in 242 will give us 8 MI in the force (or fewer, if we want more than 53 marines). 2 transports will give up to 16 MI. There is no way Lego can interfere with these chains, as there are no empties in the water until after the units are sent across.
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:21
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Perhaps since we'd have 3 extra "defenders" in the fleet, we could leave a DD behind at each leg of the chain for protection? Or better yet, build DD's from Tornado/Blizzard (short rushed) to cover the chain "1 turn behind".
So it would look like this:
Transports from Hurricane being short rushed and/or disbanded unit (Rifle) if necessary to get 1 turn Transports. DD's from Tornado (and/or Blizzard) being short rushed and/or disbanded unit (Rifle) if necessary to get a DD built on turn 241 and 242.
Build/Reserve 3 transports for chaining purposes. 1,2,3 need to be empty on turn 240 and sail with the main fleet. Reserve 1 DD(4) for protecting chain.
Turn 241 we build a Transport(5) and DD(6). Fill 5 with Marines and chain to 1. 1,2,3 stay with fleet. 4 covers 5. 6 moves out towards the chain.
Turn 242 we build a Transport(7) and DD(8). Fill 7 with units (MI?). 7 chains to 5. 5 chains to 2. 1,2,3 stay with fleet. 4 covers 5. 6 covers 7. 8 moves out towards the chain.
Turn 243 we build a Transport(9). Fill 9 with units (MI/Marines/Tanks). 9 chains to 7, 7 chains to 5, 5 chains to 3. 1,2,3 are full for invasion. 4 covers 5. 6 covers 7. 8 covers 9.
This gives us DD cover at each leg, while dropping the fleet number by 1 DD with overall fleet numbers of ships up 2 from original plans.
We could instead build a DD on 240 as well, but that would cut into the number of Marines we know will be able to make it to the fleet, because they sail with the fleet. After the fleet sails, we can only hope future builds make it to the fleet. So cutting into the number of future Marines/MI built, to make it more likely (and in the case of the Transport builds, possible at all) that future Marines/MI can be shipped across, offers far more positive value.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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Having a chain would be best, of course, the question is more one of where, and how much resources we want to put into it. I would feel a lot more comfortable if we could destroy the BS stack before starting one, specially becuase we will automatically count on that chain, once it is there, to reinforce our troops.
The other reason is a question on what we build in the few turns right after our marines are ready. Bombers, fighters, defenders for a couple of turns, means we don't need a chain as we have nothing to ship to Legoland. And perhaps we don't need bombers that urgently, but the others we do need. We can't trust either ND or GoW, and we will be leaving Stormia relatively unprotected. And Lego has bombers, which is going to be our main problem when protecting transports, much more then the BS stack.
PS: subs take out transports 15 out of every 16 times (both vets). Transports only defend with 4, subs have 8 attack. That's not a risk, that's more like a certitude 
PSS: I'm going to play the save later tonight, I've got to run. The WE has been hell, I had no time to spend on this game... and I don't want to rush with these critical decisions. So allow me time to think on all of this, including how we can get extra transports and DDs without paying too much. Blizzard and Hurricane will be switched to transports in the build phase of next turn, which means an extra 2 of them right away (3 requested, so that's close allready). I'm very hesitant to use rifles to shortrush transports, as I think we're short on defenders as it is. But we've got a couple of MI left, and if necessary can use a worker to give the initial 2 shields (the rest can be done with gold).
Next turn, we should have the CIA built, and can check how much money we need to spend on inserting a spy, and how much money we have for extra rushes. If GoW goes for radio, cash won't be a problem, even if we can't be foolish in how to use it.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:21
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What does the current GoW crisis and potential turn play by Trip do to this timeline?
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:21
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This is, as I see it, the time table now. It's slightly adapted from your quote, but not too much different.
quote:
239 1240 GS Deep South moved from T-4 to T-3
GS South and North in port
240 1250 GS South and North sail, with empty transports in North.
GS Declares war, and attacks pickets.
GoW group sets sail (?)
GoW declares war, and destroys pickets? (one turn before really necessary, but for the diversion)
241 1255 GS North and South move (T-2->T-1)
GS North gets first chaining reinforcements
242 1260 All groups at T positions, (hopefully with extra chaining)
243 1265 D-Day. Amphibious invasions by GS and GoW.
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GoW is now proposing to declare war one turn later. They can do this, as they can reach their targets in 2 turns, instead of in 3 like we do. However, it would be best for us if war is declared simulatenously.
quote: Should I say that it is 1265, not 1260? Are we still in fact working to the following timetable, as sent to GoW by Vulture?
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Well, more or less... end dates remain unchanged, only specifics have changed.
DeepO
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