Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Gathering Storm > Turn 240: 1250 AD
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 25-10-2004 16:11
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Turn 240: 1250 AD Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Sorry guys for the delay, I just returned home after a busy weekend. It wasn't planned I was staying over at friends.

I'll get to the save as fast as I can take a bath, and have some lunch, I'm starving.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 25-10-2004 20:39
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Full PM-box? Change here!

This is taking forever to do right... sigh... but at least there are some results to show

Here's a teaser



DeepO

vulture is offline vulture
King
Leeds, UK
Jun 2001
time: 05:20
  Old Post 25-10-2004 21:10
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Full PM-box? Change here!

Bye bye little ironclad. Those poor sailors, betrayed by Lego's unwillingness to invest in its navy properly...

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 25-10-2004 21:29
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

I'm done fighting, and am loading our units into boats. Just some quick results: All visible Lego ships have been destroyed. We lost one DD, but 2 DDs forked that Ir... so all our targets have been met. And not accounting for Lego subs, there is only one ship which could possibly be attacked next turn, the sub shadowing the BS stack.

Well, I suppose they could launch a counter offensive from one of their cities, But that's not of big concern right now.

More coming when I've finished the turn

DeepO

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:20
  Old Post 25-10-2004 21:32
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Get a bigger avatar today!

Did I miss the start of the war? Has GoW send troops? It is nice to see the rng was not unkind.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:20
  Old Post 25-10-2004 21:38 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton buy from Amazon

This is the first turn.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 25-10-2004 21:46
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Enter the AD-FREE zone

well, nothing very special about the rng: the only attack which had a 50% chance of failing succeeded. All the others were in our advantage.

Sorry to keep you all waiting, but finding our troops and dividing them over our ships proves more difficult than expected. I just searched for 20 minutes to find our last marine Damn... hiding on a fur... not so nice of him

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 25-10-2004 22:47
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Standing Info

2 forest remains, D-ville 99 and WoC 23.

Defense Plan
Aeson's comments
GoW war plans
Invasion plan

Start

- RP sends WM + 100g. Sending WM, iron and furs in return.

- EotS builds Marine, start Marine.

- Hurricane builds transport. Starts airport (placeholder, we currently don't have oil)

- Elipolis builds fighter, starts airport (placeholder)

- Tempest builds Marine, starts Marine.

- WoC builds Marine, starts Marine.

- SA builds Marine. Starts Marine.

- 1200 gold, 70%, 710bpt, -232 gpt. (computers in 1 of 9) 5631/6240 beakers collected.

Modern Era Tech Cost



shortrushes
- we don't have any MI to disband anymore... 2 choices: a worker, or an explorer (no way I'm sacrificing a rifle for this.)
- going for explorer... we won't immediately need him anyway.
- shortrush to settler (25 shields, 100 gold) (this was the last rush in SA, probably).

- shortrush to knight in OG (10 shields, 40 gold)

forces

(- 2 galley)
- 14 art
- 24 workers (+.1/turn)
- 9 settlers (+.53/turn)
- 20 rifle
- 57 inf
- 40 Marines (+8.24/turn)
- 70 tanks (+.25/turn)
- 24 DD
- 26 transports
- 2 carrier
- 3 sub
- 3 explorer (+ .14/turn)
- 2 fighter (+0/turn)

- Strong in strength to GoW, to ND, and to Lego.

Legoland forces:

- 2 settler
- 15 worker (-2 since last turn)
- 8 horsemen
- 51 Cavalry
- 85 infantry (+1)
- 61 artillery
- 16 ironclad
- 15 transport
- 8 subs (+2)
- 8 DD
- 9 BB
- 2 bomber (+1)

CH, could you give this to GoW? They might be interested

A question: would anybody be interested in storing this information in some kind of intelligence thread of sorts? Just to have all the numbers on their forces, over all the turns. It would provide a nice source of information, but I don't feel like doing it (sorry).

- Lego navy in Mare Nostrum
- 3 subs
- 6 ironclad (expecting one more up North)
- 4 DD (expecting 2 more up North, at most)
- 7 BS (looks like their defense force)


Moves

- 2 inf (from SS and EotS) pillage road and RR on the oil. 4 workers (moved beforehand) build road, RR and irr.

Battlereport

DD from Hurr 6 moves to Ir (forgot to record its name). We attack, and declare war.



I can't take screenshots while the battle is occuring, don't know precisely what's happening. I wanted to have the sinking moment, but instead it only lets me have the 'after' image. Sorry.

the following is a screenshot on how the battles occured, to picture it easier.



(DD1 is the first, but it was moved before the screenshot was made. Sorry, didn't want to reload because I forgot to do it beforehand).

DD1 attacks Ir ... . DD 4/4.
DD2 attacks Ir Southfork. DD 1/4.
DD3 attacks DD Achilles. DD 2/4.
Sub1 attacks DD Poseidon . Sub 2/4.
DD4 attacks DD Argonout. DD 2/4.
Sub2 attacks Sub U-Q2. Sub 1/4.
DD5 attacks DD Athena. DD 2/4.
DD6 attacks Ir Dagger. DD 2/4.
DD7 attacks Ir Sledgehammer. DD 3/4.
DD8 attacks Ir Maul. DD destroyed. Ir Maul 3/4.
DD9 attacks Ir Maul(3/4). DD promotes to elite 4/5.
DD10 attacks Ir Iron. DD 3/4.

Total: 12 attacks, 11 won, 1 lost, 1 promotion.
We lost 1 DD.
Lego lost 7 Ir, 2 Sub, 4 DD.

end of battle screenshot:


Moving remaining ships. Darker red polygon indicates attack range of BS stack. Lighter red indicates bombing range of BS stack.

North fleet to be covered by 7 DD now, with 4 more close by for next turn. South fleet covered by 5 DD. Deep South covered by 1 DD, 3/4.



Loading transports:
North fleet gets
- 40 marines
- 5 settlers
- 1 explorer
- 34 tanks
with 3 empty transports, that makes a convoy of 11 Tr.

South fleet:
- 36 tanks
- 4 settlers
- 4 workers
- 2 explorer
- 18 inf

both carriers carry 1 fighter. Did some scouting with one, but without much effect. Can they spot subs, BTW?

With our forces gone, I'm looking into our defense plan. taking into account that there is no way Lego can attack us with marines for the time being.
on Stormia, we've got:
- 20 rifles
- 36 infs
- 14 art

each city takes 2 inf, except inner most cities (we simply don't have the forces). All mountains get a rifle. The rest is distributed to WoC, hurricane, Elipolis. Our defense is minimal, I'll be glad once we've got MI covering our cities.

End of turn screenshot:


workforce shuffles

- WoC takes grass from Inchon instead of coast. tweak next turn in case we can get to 100 spt with the coast.
- Inchon canges to tax man instead of grass.

- WW gives desert to OG. Takes coast instead.
- OG loses WLTKD next turn, and would otherwise end up 1 shield short.

Current Builds

I want to change all possible builds to MI next turn. If GoW would attack, they would wait best to D-day. We would lose rubber, making MI inpossible to build (unless we secure a source on Legoland). As precaution, let's start those, and if GoW keeps friendly, change them back to tanks / bombers or whatever.

Another note: we will loose WLTKD in many cities next turn. It should not affect many cities.

Eli : bomber in 3. Will lose spt next turn, make it more suitable to 34 spt builds.
Inchon : Explorer in 2
WoC : Marine in 1
Inchoff : Marine in 1
D-ville : Marine in 1
Santa Ana : Marine in 1
Blizzard : Tank in 2 (losing shields, can't be helped)
Monsoon : Marine in 1
Arashi : Marine in 1
WW : Tank in 2
Tempest : Marine in 1
SS: settler in 3 (shows 4)
Hurricane : Transport in 2
OG : Marine in 1
EotS : Marine in 1
Bolderberg : Marine in 1
Cyclone: settler in 1(worker next, we've got 10 settlers at this point)
Tornado : Marine in 1
Typhoon : Marine in 1 (lost WLTKD. Hopefully not catastrophic)
Sufa : Worker in 1


Diplo

- Lego Mot Transport (and tanks) to be expected in turn 242.

- Vox discovered or traded for Marines last turn! Both they and Lego currently have it. Does this mean we need to get a spy into Vox asap?

- pillaging oil for RP. Instant rebuilding, once the deal ended. A bit of a problem is that oil was a package deal with iron and furs... the whole deal was cancelled once the oil was unavailable. Offering iron and furs accepted to RP. Changed Hurricane to transport, and Elipolis to bomber (marine would take too long).

Other

- Something I haven't noticed last turn (I can't say for sure if I just didn't post it, if it was some kind of bug, or if it simply wasn't there...): Leopolis has the symbol of the Lego CIA next to its name. Apart from Arashi, it is the only city which shows a CIA. It's logical to assume it only shows once espionage is discovered, but it could also be that Legoland finished it last turn. At any rate, we can be certain they can build spies.

- What is Lego building, when it is not building units? I only count 3 new units last turn. It's too early to prebuild tanks in most of their cities, are they going for mass airports or something like that? Currently, I can spot one airport: Legopolis. Vox has none, GoW has none, ND has 5(huh?).

- cost of removing the Lego spy (does anybody even consider them not having planted a spy with us?) = 310 gold (safely).
- cost of investigating Sando = 114 gold.
- cost of investigating Quanto = 219 gold.

Diplo Bug with GoW. - slightly concerned about lux expiry.


Next Turn

- evade enemy forces, and sail forward

DeepO

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:20
  Old Post 25-10-2004 22:58
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton buy from Amazon

DeepO you are doing some job, just great.

*vmxa bows and smiles*

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:20
  Old Post 26-10-2004 02:11
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

:applause:

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:20
  Old Post 26-10-2004 03:48
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton buy from Amazon

clap clap

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 04:26
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Help yourself to an AD-FREE life

Thanks We're not over the pond yet, though

One correction: our Northern fleet consists of 10 full transports, and 3 empties, so a total of 13. Not 11 as reported...

add 8 in our Southern fleet, 3 in the Deep South, and another 2 in port in Hurricane. Last TR is complete in 2 turns, to a total of 27.

I'm looking into what to do next turn.
1. I think, first priority would be to see where the BS stack is. Maybe we can spot it immediately, maybe we need to use our Sub (if still alive).
2. assess the damage Lego will do to our ships. Many of them are currently wounded, and without cover... ideally for Subs.
3. In case we've got a half chance of damaging the BS stack, I think we should go for it. We should have 4 wounded ships able to bombard, and another 8 full health DD in range (or nothing in range at all). If those 7 BB are the only thing we spot, we can at least damage them. It's a lot more favourable to attack them, than it would be to get attacked.
4. In case we are out of range, we try to stay out of their attack range (which will be very unlikely). Lego can have 2 shots at our Northern fleet before we are safe. If they play it well, and with good intelligence, it will be hard for us to get by undamaged. A lot depends on how many subs they have deployed in 'our' sea.

Any guesses at the strategic decisions Lego is going to make when they open the turn?
- go for the supply lines with the BS?
- focus on subs to prevent chaining?
- try to block with the BB stack?
- go straight for the first fleet they spot?
- rely on still-to-build bombers to give us a good beating before moving the BBs in for the kill? (can be done at least on turn T-1, as bombers have range 6, and our TR only range 5)

I wonder how much of the thinking work can be done beforehand. If at all possible, I'd like to avoid any major decisions while playing the turn (deciding where a ship should stop to keep out of range is one thing, deciding where to move the whole fleet a totally other).

Something I also noticed while playing this one is that the format I've been using for the turn threads doesn't work well in a war. I think it's going to become more fragmented, where I post a screenie and some explanation, and leave time for arguments while I do the economic stuff. Really major decisions will get 24h or so, in such a case the time limits don't apply anyway.

I hope this war will make this game interesting again to many of our members. We've been building too long, planning too much... at least we can have some fun now too. Well... assuming all goes well, of course

DeepO

Theseus is offline Theseus

Emperor
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:20
  Old Post 26-10-2004 04:53
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Yeah, as I've been catching up I've had my eye on those BBs quite a bit. I'd think they'd pretty much come straight south... make it almost impossible to divert south around them, and yet still be able to support any coastal actions in western Lego. I say full steam ahead, depend on empty Transports and warships for protection of the main stack, don;t worry about the chaining ships, and damn the torpedoes!!

I'm not frantically worried about Subs or Bombers, nor about their trying to create a BB-shield.

BTW, my most sincere compliments to all who have carried the game thus far... fantastic!!

I have also PMed to Vel's account... I am sure he would want to see / hear about this!

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 05:08
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

I'm kind of hoping Lego would move their BBs straight South. That would leave them open for attack from our main stack. We can at that position bombard them with DDs in total 12 times, with all of our ships getting under cover of the main fleet. That should be enough to get a hit on all the BBs.

But the question is more if we would try to take them out, or not. I count at T-2 (next turn) 11 DD which can defend a TR (as it has to be at least 2/4, otherwise the TR will be first to get hit), and 2 empty TR. We could e.g. use 6 DD to bombard, and use the other 6 4/4 DDs to have a shot at the BBs. Very likely, we will kill 2-4 BBs, and still have 6 ships defending before any marines are sunk.

Only damaging the BS also works, though. We've got more ships than them, if we both keep bombarding each other, we should get the advantage in the end. But I wonder how safe that is

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 05:16
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton buy from Amazon

Oh, I think we should not underestimate what Lego can build in navy in the next few turns. With their economy, they should have cash to burn for rushes... add to that all marines / airport / whatever build changes, and we can face a fleet of another 10 DDs in 2 turns.
(currently, only 4 DDs are left. Following Lego's picket line logic, these should be situated close to home in ND and GoW reach. But with a bit of rushing, any marine / inf / building build can be switched to a 1-turn DD)

Keep in mind, Lego currently isn't mobilized. But that won't take long, I'd gather.

DeepO

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:20
  Old Post 26-10-2004 06:01
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

I propose that we name something after Velociryx, perhaps our insertion city.

Have others been pm'd? this is a glorious day!

Lead us to the promised land, DeepO

(now if only GoW doesn't backstab us)

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:20
  Old Post 26-10-2004 06:03
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Suffering from ads?

Can you imagine opening up the save as lego, and finding your entire picketline gone? Naked to the world.

We should delay our release of info until RP has nearly sent the turn, don't want to give lego a few extra days notice, we aren't going to get it.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:20
  Old Post 26-10-2004 07:26
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Full PM-box? Change here!

Do we know yet if GoW is declaring war this turn or not?

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:20
  Old Post 26-10-2004 07:55 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

This should be interesting.

Good luck.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:20
  Old Post 26-10-2004 09:18
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

If they move the BB's towards our stack:

6 bombard, 6 attack option is decent. Use the Fighter(s?) to bombard too. I'd say bombard until we get 3 hits in or we've used 6 (Fighter, then 2/4 DDs, then 4/4 DDs). If we get lucky and hit 3 times before we've taken 6 shots, we've gotten our "bombard quota" and then attack with healthy DD's. Goal is to severely injure the BB stack and hope the survivors turn back to heal (they can outrun us). The drawback to this is all our attackers face a bombard shot (8) from the BB stack, then probably 45% odds.

Another option would be to bombard with the Fighter, and then attack with the DDs. 4/4's first, 2/4's if we open up any 2/4 or 1/4 BB's. Goal is to sink all the BB's or as close to it as we can. First 7 get hit with bombard shots, and then the other's don't have to take bombard.

If we can kill their 7 BB's, we stand a chance of making it to T-3 without our north fleet status being known. They have a spy, so they'll know our ship numbers of course, and battle reports will give them a basic idea of how many HP's our ships have, but they might not be able to see where they all are. Our S and deep S stacks might be in the main fleet for all they know, and so that fleet may look too intimidating to try to take at sea (especially if we've sunk their 7 BB's!). If their BB's are exchanging bombardment with our fleet, they will realize the damage they can do to us by rushing more ships along the coast.

One Sub would ruin the whole thing of course, it might be worth the risk to try and keep them in the dark about exactly where our ships are.

(anyone who can run the simulation? What are our exact numbers? 1 1/4 DD, 1 2/4 DD, 10 4/4 DD, with 1 2/4 DD able to join up but not able to bombard the first turn, and 1 1/4 Sub and 1 4/4 Sub able to join up by T-3?)

If we attack with all our DDs we can expect 3-4 of them get hit by defensive bombardment (8 vs 8 over 7 battles). That gives us 6 4/4 DD, 4 3/4 DD, 1 2/4 DD, 1 1/4 DD. The 1/4 DD would bombard. The Fighter would bombard. The 4 3/4 DDs would attack (they become 3/4 when attacking) with 30% odds.

Here's what would be the most expected (or close to it) result. Results could vary a lot though!

3/4 DD kills BB, 1/4 DD
3/4 DD sinks to BB, 1/4 BB
3/4 DD sunk by BB, 2/4 BB
3/4 DD sunk by BB, 3/4 BB

Then 6 4/4 DD attack with 45% odds: (3 4/4 BB, 3/4 BB, 2/4 BB, 3/4 BB)

4/4 DD sinks BB, 1/4 DD
4/4 DD sunk by BB, 1/4 BB
4/4 DD sunk by BB, 2/4 BB
4/4 DD sinks 3/4 BB, 2/4 DD
4/4 DD sinks 2/4 BB, 2/4 DD
4/4 DD sinks 2/4 BB, 1/4 DD
2/4 DD sinks 1/4 BB, 1/4 DD

That would leave our fleet with 2 2/4 DD and 3 1/4 DD. All 7 BB would be sunk.

I've assumed that all 7 BB would get their defensive bombard shots. More likely that we'd sink 1-2 before it got the chance. That would be another HP to us. I gave Lego 2/3 of the 45% battles, which could swing our way as well. To offset this, I gave us both the "good odds" battles (66% and 75%) as victories, which we of course could lose.

Compare this to the expected bombard exchange:

11 DD bombard 7 4/4 BB at 31% odds to hit (6 vs 12). Result would be 4 4/4 BB, 3 3/4 BB.

Now they can attack or bombard. 7 BB bombard our fleet at 47.6% odds (8 vs 8) and 2 fp. Result would be 6 4/4, 3/4, 4 2/4, 1/4 DD.

We can now bombard. This time we'd hit 4 times, so they'd have 7 3/4 BB.

They can attack or bombard. 7 BB bombard our fleet at 47.6% odds (8 vs 8) and 2 fp. Result would be 2 4/4, 2 3/4, 6 2/4, 1/4 DD.

We can now make the landing. Gives us pretty good leeway to account for other Lego attacks. We have 10 DD that need to be taken out of the picture before our Transports start getting hit... if on the other hand Lego attacks with the BB...

11 DD bombard 7 4/4 BB at 31% odds to hit (6 vs 12). Result would be 4 4/4 BB, 3 3/4 BB.

Now they can attack or bombard. 3 4/4 BB attack our fleet (10 4/4 DD, 2 2/4 DD, 1/4 DD) at 83.3% odds.

4/4 BB sinks 4/4 DD, 3/4 BB
4/4 BB sinks 4/4 DD, 2/4 BB
4/4 BB sinks 4/4 DD, 1/4 BB

Leaving us 7 4/4 DD, 2 2/4 DD, 1/4 DD. 3 3/4 BB attack our fleet at 68.9% odds. (1 3/4 is due to defensive bombardment and starts out 4/4)

3/4 BB sinks 4/4 DD 2/4 BB
3/4 BB sinks 4/4 DD 1/4 BB
3/4 BB sunk by 4/4 DD 1/4 DD

Leaving us 4 4/4 DD, 2 2/4 DD, 2 1/4 DD. A 2/4 BB attacks our fleet (starts out 3/4 but defensive bombardment hits one of the 3 "base" 3/4) at 47% odds.

2/4 BB sunk by 4/4 DD, 1/4 DD.

That leaves them with 3/4 BB, 2 2/4 BB, 2 1/4 BB. We have 3 4/4 DD 2 2/4 DD, 3 1/4 DD.

We can bombard 8 times, hitting 2 times. Leaving them with 2 2/4 BB, 3 1/4 BB.

They then attack. (Probably wouldn't unless other ships/bombers were able to expose transports, which isn't that likely as we need to have our DD's hit for 11 more HPs.) 2 2/4 BB attack at 47% odds.

2/4 BB sinks 4/4 DD, 1/4 BB
2/4 BB sunk by 4/4 DD, 1/4 DD

1/4 BB bombards 4/4 DD, 3/4 DD
1/4 BB sunk by 3/4 DD, 1/4 DD
1/4 BB sunk by 3/4 DD, 2/4 DD

So we make it to land with 3/4 DD, 3 2/4 DD, 5 1/4 DD in that case.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:20
  Old Post 26-10-2004 09:19
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
A question: would anybody be interested in storing this information in some kind of intelligence thread of sorts? Just to have all the numbers on their forces, over all the turns. It would provide a nice source of information, but I don't feel like doing it (sorry).


By your command.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:20
  Old Post 26-10-2004 09:30
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Remove this text

A quick look:

Outright DD attack on T-2.
GS: 2 2/4 DD and 3 1/4 DD
Lego: Battleships sunk

Bombard exchange T-2 and Lego T-1:
GS: 2 4/4 DD, 2 3/4 DD, 6 2/4 DD, 1/4 DD
Lego: 7 3/4 BB

Bombard from GS, outright attack by Lego:
GS: 3/4 DD, 3 2/4 DD, 5 1/4 DD
Lego: 2 1/4 BB

So it looks like we want bombardment exchange, or having Lego attack us. We have enough cover to make it to the landing without Transports taking hits as long as Lego doesn't build a ton more DD and/or Bombers to hit us with the next couple of turns.

Most likely thing that will happen is bombardment exchange on T-2, Lego positions so we can't bombard and get to our T-3 zone, so we can't hit back. Then T-1 Lego hits us with 4 4/4 BB, 3 3/4 BB and whatever else they can muster in the way of produced DD and Bombers. Still don't think they'll get to hits on Transports.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:20
  Old Post 26-10-2004 09:34
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Browse Apolyton AD-FREE

Nice numbers, Aeson.

Am I right that the numbers favour us bombarding and defending until they rush, but intel favours us sinking their fleet?

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:20
  Old Post 26-10-2004 09:51
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Browse Apolyton AD-FREE

Intel is a sticky subject. Depends on how they react. I'd expect seeing 7 BB's sunk without seeing our fleet would phase them, and they'd prepare land-based solutions.

It would leave us very weak cover for our DD stack even if it succeeds (and because of how slimly it succeeds, we often won't), and they have a spy, and they have the battle reports. If they spot our S or deep S fleets (or obviously our N fleet) they can pretty much pinpoint how much we have in our N fleet. They would see that produced DD's could do quite a bit of damage to us. We'd only have 2 DD (2/4) cover for our Transports.

If we had another 5-6 DDs in the N fleet I think it would be worth it to sink the BBs. As is, I think we have to bombard and run.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:20
  Old Post 26-10-2004 10:14
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Civilization 2

Another thing we can try is misdirection with our DD's. Would Lego pass up going out of the way to sink a 1/4 or 2/4 DD that is parked next to them?

If they end up moving 6 tiles S, we can put DD's on their NW, W, SW, and N and hope they chase them. They would be DD's that either couldn't make it to our fleet, or ones which we won't get much use out of anyways. Probably our best bet now that I think of it. Our N fleet would move 66666 and just be out of range of sight from the BB's. DD 6669 of Blizzard would move 66666 and end up 8887 of BB's out of sight. 1/4 DD 9 of fleet would move 66, bombard BB's and move 88 staying in sight. 2/4 DD 666 of fleet would move 8, bombard BB's, and then move 87 to stack with the 1/4 DD. If they go for our weak DD stack, they go out of their way with at least 2 BB, and then would sight our 4/4 DD up further north too. 2/4 DD 666333 of fleet would move 88877 to end up 9 of BB stack. Wouldn't be able to bombard, but might draw another BB a little out of the way.

If we only have to deal with 4-5 BBs I think we become much more safe. If they don't go for it, we don't actually lose much, and our ships could just start bombarding some of Lego's tiles to make them pay for ignoring our ships. We're only going to hit the BB's 7 times (and if Lego is smart they can cut that to 3) with our bombardment at best anyways, which won't really affect things at all. We would be down 2 DDs that could defend before Transports in the fleet though, and not be set up very well to defend the chain.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:20
  Old Post 26-10-2004 11:26
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Enter the AD-FREE zone

Well, we have some time to consider, but that sounds like a plan.

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 15:06
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Inflate your Upload Space

Nice analysis, Aeson.

The diversion of BBs towards stand alone DDs isn't going to work, I fear. I'm pretty sure that Lego is already onto our N fleet (they passed a sub in that direction 3 turns ago, which would be ideal to be off the coast of Hurricane right now), and otherwise will be very soon. They will not go for a lone DD, when they have a stack of TR closeby.

That also answers, in my eyes, the question about whether it would pay to outright attack them. It would be nice to destroy the stack, as it can do more damage later on too, but not if that risks our invasion. We have to assume they know exactly how many ships are in the N fleet. We have to assume that, with only a shard of intelligence, they are currently rushing DDs and Subs in their Western coastal cities. So, over the next 2 turns, we are going to face another 3-4 ships (DDs let's say).

In that situation, there is no option to risk losing all our defenders. So bombard what we can, if they somehow split their stack (I don't see them doing it, but you never know. They don't know our goal on their coast, so could decide to cover both North and South with 2 stacks) we attack in full force. I only hope they won't stay out of range for bombardment, attacking in 2 turns undamaged. At that time, we are at risk. But as said... they don't know where we are going, even with their increased speed it makes it difficult to predict where they need to end their turn to be safe from our bombardment.

Oh, one comment to your misdirection forces: I only half agree that it doesn't cost us anything. It won't damage the main fleet, and that 1/4 DD is only good for bombardment, but the 4/4 DD was scheduled as a picket for our chain (1/4 as well, once it healed in Hurricane, but that's only for turn 244). Everything we've got is going to the N fleet, those chain protectors are scarce.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 15:12
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Support Apolyton, buy Civilization 2

quote:
Originally posted by asleepathewheel
Can you imagine opening up the save as lego, and finding your entire picketline gone? Naked to the world.

It will be a bit of a shock, I think. But they should have realised that this was going to happen: all of their pickets were in range (just like all of ours were in range of their ships). It will be demoralizing, though

quote:
We should delay our release of info until RP has nearly sent the turn, don't want to give lego a few extra days notice, we aren't going to get it.

I don't know, sleepy. This is also a bit the wrong thread to discuss it, but it's my feeling that if we give the information faster than strictly necessary, we can hope this game goes at considerable pace. If they can prepare a little, Lego might be able to stick to the 24h limit. Once the war has started, we can't, realistically. It takes more than a day to assess the situation, and act on that.

For that reason only, I would be willing to give it to them faster... we take the time we need as well, but doing so will hold up the whole group. They get more time, which is 'free'. I certainly agree that giving them a week, while only taking a day or so ourselves isn't favourable ata ll, so in case it comes to that, we can delay. But right now? I would give it to them asap.

DeepO

DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:20
  Old Post 26-10-2004 17:18
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Full PM-box? Change here!

Come to think about it: Sleepy, you might be right. There is one serious downside on those battle reports that I haven't heard being mentioned. By giving out the information on which forces were distroyed, Lego can hack into its build queue, and (short) rush and / or change where needed. They don't need to play with the forces they've got, which, e.g. for possible extra DD rushes, could be a serious threat to us.

However, there are 2 counter arguments. What they do, we can do as well... we just wait for the battlereports before opening the save, analyse, and decide what to rush. And secondly: We did the same in the Voxian war, by moving the first 'build completed' screen out of the way, and seeing the battle before deciding what to rush or change.

It remains a serious drawback, but I don't think it will change the game for us if we give them the reports early on.

Oh, and Aeson: No, we don't know if GoW declares war or not on this turn. I didn't get a response to my last message. We didn't get a response to our computer question either... and they haven't yet discovered radio.

DeepO

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:20
  Old Post 26-10-2004 18:05
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Good show!

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:20.
Apolyton Time is 00:20.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0772 seconds (93.26% PHP - 6.74% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net