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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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copied from the previous thread for easier reference
OK, I guess you've heard the news. 
Surprise, surprise! We've been attacked! 
The good news is that GS waited a tad too long – we‘ll have 10-20 tanks to greet them. We have got the counter-settlers, we have got a crapload of arty, we basically have our hydros up, and we have got a nice sum of gold to fund our war efforts. I believe we have done everything we could to get ready for this war - and we are ready, as much as a team in our position can be.
One thing I am not sure about is whether there are GS infantries or mechanized infantries sailing to our shores. GS have had time more than enough to get computers and upgrade their assault infantries to MIs - I guess we better expect MIs to land. GS could have used the Shift-U trick on already boarded units (I am not sure if that's possible, though), or they can use transport chaining to get the units across the sea quickly even if they're not ready this turn. Hopefully, with our first tanks rolling out in 1260AD, this should not be as lethal as GS might have hoped for.
I have reviewed the 1240AD save one more time and I still do not see where they could get to us faster than in 2t (and 2t would imply a landing around Invoice, on flat land, with a beachhead fort city out of question).
Tibi's Table:
code:
| GS | GoW | ND | Lego |
| Compared to us | strong | average | weak | - |
| Settlers | 9 | 5 (+1) | 0 (-1) | 2 |
| Workers | 24 | 27 (-2) | 62 (+1) | 13 (-2) |
| Explorers | 4 | 3 (-2) | 0 | 0 |
| Medieval Infantry | 0 (-1) | 0 | 0 | 0 |
| Horsemen/Knights | 0 | 4(R) | 11(A) | 8(H) |
| Cavalries | 0 | 18 (-2) | 14 | 51 |
| Riflemen | 20 | 0 | 0 | 0 |
| Marines | 36 (+8) | 24 (+10) | 9 (+4) | 0 |
| Infantries | 57 | 58 | 64 | 86 (+1) |
| Tanks | 70 | 44 | 0 | 0 |
| Artilleries | 14 | 27 | 0 | 61 |
| Galleys | 2 | 0 | 0 | 0 |
| Galleons | 0 (-1) | 0 | 0 | 0 |
| Transports | 25 (+3) | 18 | 9 | 15 |
| Carriers | 2 | 3 | 0 | 0 |
| Submarines | 3 | 0 | 0 | 8 (+2) |
| Frigates | 0 | 0 | 1 | 0 |
| Ironclads | 0 | 0 | 0 | 16 |
| Destroyers | 24 | 18 | 1 | 8 |
| Battleships | 0 | 0 | 1 | 9 |
| Fighters | 1 | 0 | 0 | 0 |
| Bombers | 0 | 10 | 10 (+2) | 2 (+1) |
Security threats
NDT Schlepper (ND) SE of Louisxiveau - can carry up to 8 units capable of amphibious attack on Crossing
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries and 8 horsemen.
Plans for 1240AD (Turn 240):
Unit Movement/Actions
Naturally, all unit movement plans noted below are just tentative and subject to change according to the battlefield situation.
1) Task Force North
Hunt down and sink that GS submarine SW of Invoice to blind GS in that area, if possible. Otherwise, I would not stretch too much - even if we have a good shot at some of the GS DDs to the South, I would not chase them, keeping Task Force North around Invoice. Preventing a GS landing W or S of Invoice means having 20+ tanks to pummel landed GS with (instead of 10).
If U-K1 reports the GS armada E-E-E-E-E of Inchoff, then we'll have to decide whether to strike or pull back. Will depend on the GS armada escort strenght, methinks. Quite likely we would only be throwing our BBs away... Then it might be time to turn southwards and sink some DDs...
2) U-Q2
if operational, U-Q2 should participate in locating the GS subs along our Western coast - will depend on what we learn from the battle reports. I'd expect it to be sunk by the GS submarine (the chances were 2:1 if GS attacked)
3) U-Q1
this one might be intact, if we were lucky... if so, it would probably be best to pull it back a bit to around where U-Q2 was and use it to track down the GS sub, allowing H.B.S. Athena or H.B.S. Poseidon to sink her.
4) U-H2 to move W-SW and fortify, staying out of likely routes GS should be taking, watching the waters between Hurricane and Tornado.
5) all surviving picket ironclads between Stormia and Legos to pull back, the northernmost and southernmost ones to stay, if possible
I do not really believe we will see many of them still there... but that's what they were for - to force GS to reveal their attack early enough to give us time to prepare. We salute the ironclad crews! 
6) new submarine finished in Zargonia to be named 'U-Z2' and moved NE-NE-NE-N, replacing Warhammer
7) Warhammer (E-E-SE of Zargonia) to move W-NW and fortify
8) H.B.S. Artemis (Crossing) to move NE-N-N-NW and fortify
unless ND add more combat vessels (they currently have 1 BB we can see and 1 DD that we cannot see, but which must be outside of striking range, speaking about the tile E of Zargonia), this will prevent them from carrying out a seaborne sneak attack at Zargonia, effectively freeing all our Zargonia garrison units for duties elsewhere. We may further bolster the naval defenses with H.B.S. Perseus - though I would prefer leaving her where she is (she covers one tile we otherwise cannot see).
9) H.B.S. Hades to move NW-W and fortify in Jackson, joining H.B.S. Dye Fields & H.B.S. Red Bricks. We'll see if that's enough to control the seas to the Northeast of Legos.
10) U-J1 to move NE-NE-NE-N, heading for the waters between Zenophobia and Trafalgar (prolly SE-SE-SE of Zenophobia)
11) new ('87th', '88th', '89th, & '90th') infantry finished in Karina, S'haven, Tarzania, and Ahhmyfoot to fortify wherever it seems they could be of most help
probably Invoice and Crossing
12) al three bombers to be rebased to Crossing
to be ready to soften the ND BB in 1260, should we decide to sink it; all bombers to be eventually assigned to H.B.S. Tiberius, which is to hit waves in 1260AD, sailing from K'ville to join Task Force North
Worker Movement/Actions
13) 2 workers to bring Panama back to food neutral setup
with the hydro plant finished, the city can return back to a balanced state, cranking out 1t tanks.
14) 2 workers to mine a currently irrigated tile in the Tarzania radius
15) new workers to be kept probably
I added some idling workers to Zargonia last turn, getting to as low as 13 workers - we should aim for 15 again.
Idling workers to idle at strategic locations.
City Management
Extreme Tank Productions commencing!
16) Legopolis to start another bomber
17) Jackson to keep building the bomber (tank prebuild)
18) Farmerville to keep cranking out 1t workers
19) Panama to have 2 cavalries disbanded there and start bomber (tank prebuild)
20) Red Bricks to have 1 cavalry disbanded there and start bomber (tank prebuild)
21) Forkmouth to start bomber (tank prebuild)
22) Karina to have 1 horseman disbanded there, short-rush to 10S and switch to bomber (tank prebuild)
23) Zargonia to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)
24) Dye Fields to keep building the bomber (tank prebuild)
25) Logville to start bomber (tank prebuild)
26) Sharpehaven to start bomber (tank prebuild)
27) Tarzania to have 1 cavalry disbanded there, short-rush to 40S and switch to bomber (tank prebuild)
28) Kloreepville to make sure to nail the carrier in 1t
29) Ahhmyfoot to start another infantry
30) Crossing to work all available land tiles; start a 4t submarine
31) Tiberium to start bomber (tank prebuild)
32) Quanto Mechanico to make sure to nail tank in 1t (being prebuilded as a bomber)
33) Abilene to start bomber (tank prebuild)
new citizen to work the rred/mined grassland S-SW of the city
34) Tipperary to switch production to carrier
no real need for a police station here - as K'ville is going to crank tnanks out for some time, we better build our second carrier here (Legopolis will build the needed bombers before the carrier is finished). Free the rred/mined grassland N-NW of the city for Abilene.
35) Nou Camp to start another worker
36) check research slider for possible savings
37) luxury slider to 10%
I believe this is a necessary precaution now - better "waste" 80gpt (that's how much it's going to cost) then have a number of cities riot after intense GS attacks
Also... on the diplomatic front... what about trying to contact GoW and ND, asking about what side they side with? Because, basically, who's not with us is against us. We should make it clear to e.g. ND that unless they move that BB away, it may be sunk at any time as a precautionary measure. It's also time to express our feelings on Louisxiveau - and warn them that we consider it a clearly hostile outpost and we are ready to attack it at any time (nevermind we do not have the marines yet...).
In short: we should avoid the mistake GS did in the Stormian War, allowing Vox to gain support right and left. We should try to "sell" how difficult a time this is for us and how helping GS could prematurely end the whole war (and game!).
Any volunteers? 
Zargon - I think you are on friendly terms with Master Zen, aren't you? We could definitely try a probe there...
Feedback! Comments, guys! The motherland needs you!
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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quote: Originally posted by DeepO
turn 240: 1250 AD
DD attacks IR Shark. DD 4/4.
DD attacks IR Southfork. DD 1/4.
DD attacks DD Achilles. DD 2/4.
Sub attacks DD Poseidon . Sub 2/4.
DD attacks DD Argonout. DD 2/4.
Sub attacks Sub U-Q2. Sub 1/4.
DD attacks DD Athena. DD 2/4.
DD attacks IR Dagger. DD 2/4.
DD attacks IR Sledgehammer. DD 3/4.
DD attacks IR Maul. DD destroyed. IR Maul 3/4.
DD attacks IR Maul(3/4). DD promotes to elite 4/5.
DD attacks IR Iron. DD 3/4.
Total: 12 attacks, 11 won, 1 lost, 1 promotion.
We lost 1 DD.
Lego lost 6 Ir, 1 Sub, 4 DD. |
(corrected per DeepO's corrections in the public forum)
Considering the information from the battle log posted by DeepO in the public forum, I suggest the following changes to the turn plan posted earlier:
A) use F1 trick to switch Tipperary production to destroyer
we lost all DDs in the Western Ocean and badly need at least some submarine hunters - this one would be ready this very turn.
There must be a 2/4 GS DD where H.B.S. Argonaut was last turn (it was exactly 5 tiles away from the GS DD). With this new DD (H.B.S. Tisiphone - Tisiphone was a minor Greek goddess, The Avenger), we should be able to take the GS DD out (it's exactly 6 tiles from Tipperary):
B) use the new DD finished in Tipperary to kill the 2/4 GS DD W-W-W-SW-SW-SW of Tipperary
C) H.B.S. Myrmidon (SE-SE-SE-SE-E of Tiberium) to move SW-SW-W-W-W-W
hurrying to the Western Ocean
There must be a 2/4 GS DD where H.B.S. Athena was last turn (it was exactly 5 tiles away from the GS DD).
There must also be a 1/4 GS Sub within 2 tiles from where U-Q2 was last turn. She needed 1 tile to attack, 2 tiles to move away - they might have left the badly wounded sub with their DD or moved it 2 tiles towards Stormia.
Let's pull U-Q1 back and try sinking either the GS sub (easy kill, GS half-blinded in the area) or the DD (odds to win 78%). I would prefer sinking the sub - better odds and we would blind GS in that area. DD can wait.
D) U-Q1 to move E-E-... look for the GS sub, possibly engaging it. If out of sight/range, engage the GS DD NE (E-E-NE of the current U-Q1 location).
E) use F1 trick to switch Sharpehaven production to submarine
it would help Task Force North to get rid of the submarine bugger around Invoice:
F) new submarine finished in Sharpehaven ('U-S1') to move NW-NW-NW-W
hopefully locating the GS sub, allowing one of the BBs to sink it (we might even soften it with bombers starting from Invoice, to avoid "surprises")
Nothing else ATM... GS was lucky with our DDs (we did not do well with them), but had quite a terrible luck with our ironclads... if you check the theoretical probabilities, our obsolete IRs did unexpectedly well, inflicting quite some damage on the attacking DDs - Maul even sank a DD losing a single hp only (odds of ~2%)!
Last edited by vondrack on 28-10-2004 at 01:03
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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Following the GoW attack and the loss of our picket chain in the seas around Baby Bob, I feel we have to further adjust the turn plan:
G) switch Port Hammer production to infantry (90S), shortrush (136g), and switch to submarine
we urgently need subs in the waters between us and GoW - we need to know where they have their ships, where they are coming from, where it's safe to hit and where it's better to pull/hold back
H) 4 workers to mine both currently irrigated plains in the Port Hammer radius
brings the city to 10spt, needed to finish that submarine in 1t
I) Castlea to switch production to hospital, shortrush (168g), and switch to carrier
we can do it this turn or we can do it a turn later or very soon... the thing is, GoW has an advantage over us, most probably having 2-3 carriers in the area, loaded with bombers. Whatever we leave in the open, they will bomb out to shreds. They will also start bombing the Jackson area, I believe. We need something to counter this threat - we have two BBs and a DD in Jackson... we should have some subs there soon, to help with targetting... but without a carrier and some bombers, they will not be able to do much. So, I suggest we switch the build in Castlea to a carrier, and shortrush it to 160S at once, getting a new carrier in 2t then.
J) Sandonorico to switch production to infantry, shortrush (120g), and switch to submarine
I do not think we can afford the luxury of having cities building improvements while facing what we are facing. We need more submarines in the Western Ocean, so that we know where to strike, while remaining unseen. This sub will be ready in 1260AD.
K) all bombers to rebase to Castlea
Somehow, after my chat with Darekill, I do not think it would be a good idea to sink ND vessels any time soon, even if they seem to be very daring... besides, we will have to prioritize. We don't have forces enough to fight on 3 fronts. We might be barely able to manage 2, but not three. GS and GoW already declared war on us. ND seems to prefer staying neutral at this point. Let's place our bets. I know I am ready to place mine. Let's hope ND will not attack - even if they do, they won't do much damage. No tanks, no punch. We might lose Crossing to a sneak marine attack, but they would not get far. So... instead of having our bombers idle in Crossing, we move them to Castlea - I am sure we will find some targets for them in that area... or at least use them for surveillance missions around there (they will have at least one turn before being rebased to H.B.S. Tiberius)
L) Port Hammer, Castlea, and Jackson to be defended by 12-9-9 infantries and 10-10-10 cavalries
M) H.B.S. Perseus (SE-SE-SE-SE of Dye Fields) to move N-N-N-N-S-SW
N) H.B.S. Hades (SE-SE-SE-SE of Dye Fields) to move NE-NE-NE-N-W-W
both slipping to Jackson on the next turn; should they spot a GoW transport fleet, Dye Fields defenses to be upped to 12+ infantries and some cavs
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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Unlike in peaceful times, I am not going to post my annaly detailed plans now. Military operation will usually be posted in the respective war threads in great detail, but other than that, I will only post "important" things. No MM stuff, since that would likely be a waste of time.
Tibi's Table:
code:
| GS | GoW | ND | Lego |
| Compared to us | strong | average | weak | - |
| Settlers | 9 | 5 | 0 | 2 |
| Workers | 24 | 27 | 63 (+1) | 15 (+2) |
| Explorers | 6 (+3) | 3 (-2) | 0 | 0 |
| Horsemen/Knights | 0 | 4(R) | 11(A) | 7(H) (-1) |
| Cavalries | 0 | 16 (-2) | 14 | 41 (-10) |
| Riflemen | 20 | 0 | 0 | 0 |
| Marines | 40 (+4) | 34 (+10) | 9 | 0 |
| Infantries | 57 | 58 | 64 | 89 (+3) |
| Tanks | 70 | 44 | 0 | 0 |
| Artilleries | 14 | 27 | 0 | 62 (+1) |
| Galleys | 2 | 0 | 0 | 0 |
| Transports | 26 (+1) | 19 (+1) | 9 | 15 |
| Carriers | 2 | 3 | 0 | 0 |
| Submarines | 2 (-1) | 0 | 0 | 10 (+2) |
| Frigates | 0 | 0 | 1 | 0 |
| Ironclads | 0 | 0 | 0 | 7 (-9) |
| Destroyers | 21 (-3) | 19 (+1) | 1 | 5 (-4) |
| Battleships | 0 | 0 | 1 | 9 |
| Fighters | 2 (+1) | 1 (+1) | 0 | 0 |
| Bombers | 0 | 10 | 10 | 2 |
Security threats
NDT Schlepper (ND) NE of Crossing - can carry up to 8 units capable of amphibious attack on Crossing, Zargonia, and Logville. Zargonia made safe by stuffing two ships, Crossing stuffed with 11 infantries. Logville left underdefended (ouch, I somehow forgot to move extra defenders there...)
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries.
Plans for 1255AD (Turn 241):
Unit Movement/Actions
All unit movement plans noted below are tentative and subject to change according to the battlefield situation, of course.
1) Operation Busy Bee
As outlined here, Operation Busy Bee should help us get almost complete information about where the attacks are coming from. Let's do that first.
2) Operation Wasp Hive
As outlined here, Operation Wasp Hive is aimed at destroying or at least crippling a secondary GS fleet heading for the Abilene-Tipperary area.
3) two groups of 3 cavalries each to destroy the fortresses W-NW & SE-SE of Forkmouth
for both fortresses: move 3 cavalries in, then use each of them to pillage, then move away to wherever they will be needed. For the tile W-NW of Forkmouth: bring two workers in before pillaging, so that they are able to rebuild the mine after the fortress is destroyed.
4) all infantries, newly built tanks and cavalries to be deployed according to the guidelines outlined in the Operation Helm's Deeps plan. Precise numbers to be determined only after carrying out Operations Busy Bee and Wasp Hive.
Worker Movement/Actions
5) 2 workers to rebuild a mine W-NW of Forkmouth
Idling workers to idle at strategic locations.
City Management
F1 trick to be our friend this turn, changing all bomber builds to tanks. Yes, all, including the one in Legopolis - a bomber will do us no good in 1260AD, while a regular tank will be likely to kill two marines in Jackson, e.g.
6) all suitable cities to start tanks
using whatever disbands and shortrushes they might need.
7) Legopolis to start bomber
8) Farmerville to keep cranking out 1t workers
9) Sandonorico to start explorer
2t explorers will be fine as a disband "basis" for tank builds in 80S cities, once we run out of horses/cavs to disband.
10) Camp David to start explorer
same as above
11) Invoice to start another worker
12) Tipperary to start explorer
same as for Sandonorico and Camp David
13) Port Hammer to start a worker
to bring the pop down a bit (we do not have the cathedral here), upping the number of our workers (we shall soon need a lot of them for radar towers
14) start researching Radio at 70%
Radio now two teams (GoW now in modern times), so the costs is 4800-20%=3840. 3840b/4t is 960bpt - which is exactly halfway between 70% and 60%. So, two turns at 70%, two turns at 60% (~-350g total).
15) send Motorized Transport as accepted to Vox
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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After going through our intel over and over, after chatting with Tibi a lot, this is what I would like to play after waking up (like 6-7am GMT). It's based upon ideas discussed in detail in The War: 1255AD thread, so look for "why's" over there. Be so kind and post your comments here or in that war thread.
Tibi's Table:
code:
| GS | GoW | ND | Lego |
| Compared to us | strong | average | weak | - |
| Settlers | 10 (+1) | 5 | 0 | 2 |
| Workers | 24 | 24 (-3) | 64 (+1) | 17 (+2) |
| Explorers | 3 (-3) | 1 (-2) | 0 | 0 |
| Horsemen/Knights | 0 | 4(R) | 11(A) | 7(H) |
| Cavalries | 0 | 15 (-1) | 14 | 41 |
| Riflemen | 20 | 0 | 0 | 0 |
| Marines | 50 (+10) | 34 | 9 | 0 |
| Infantries | 42 (-15) | 58 | 64 | 89 |
| Mech. Infantries | 16 (+16) | ? | ? | 0 |
| Tanks | 70 | 52 (+8) | 0 | 16 (+16) |
| Artilleries | 14 | 27 | 0 | 62 |
| Galleys | 2 | 0 | 0 | 0 |
| Transports | 26 | 20 (+1) | 10 (+1) | 15 |
| Carriers | 2 | 3 | 0 | 1 (+1) |
| Submarines | 1 (-1) | 0 | 0 | 11 (+1) |
| Frigates | 0 | 0 | 1 | 0 |
| Ironclads | 0 | 0 | 0 | 7 |
| Destroyers | 21 | 19 | 1 | 7 (+2) |
| Battleships | 0 | 0 | 1 | 9 |
| Fighters | 2 | 1 | 0 | 0 |
| Bombers | 0 | 11 (+1) | 10 | 2 |
Security threats
NDT Schlepper (ND) NE of Crossing - can carry up to 8 units capable of amphibious attack on Crossing and Zargonia. Zargonia made safe by stuffing two ships, Crossing stuffed with 11 infantries.
ND/Arabian city of Louisixveau E-E-E-NE of Crossing - possible launching point of a seaborne attack at Crossing. Crossing stuffed with 11 infantries.
Plans for 1255AD (Turn 241):
Unit Movement/Actions
This is in addition to what has already been moved as logged in the incomplete 1255AD chronicle entry.
NAVY
56) H.B.S. Hades (4xE of Jackson) to move NE-W-W
This is to check for bogies capable of landing at the bombed coal mountain N-NW of Jackson. As Tibi pointed out, letting 52 tanks land on a hill and directly threaten Jackson does not sound like the brightest idea... if we spot transports capable of reaching that coal hill, we should probably move a handsome of infantries to it - even if it means having them bombed some...
57) H.B.S. Perseus to move NW-W into Jackson
I see no need to expose the ship to bombardment (if GoW bombed the coal, it's probably able to bomb the DD, too). U-Z2 and U-J1 will be able to help with intel next turn, so we better keep the DD safe.
58) Iron Lady to move N-S-S
further biting from the FoW around Arnablanca. It will not be fortified next turn, but as U-Z2 will be able to check the whole area, it's no big deal
59) LNT-BD to move W-W-W-W-W-NW
60) H.B.S. Myrmidon to move W-W-W-NW-NW-NW
61) LNT-NC to move NW-NW-NW-NW-NW-N
62) LNT-FE to move N-N-N-N-NE-NE
63) new destroyer in Tipperary to be named H.B.S. Pollux and moved NW-NW-N-NE-NE into Abilene
as per the plan posted in the 1255AD war thread
64) H.B.S. Tisiphone to attack the 2/4 GS DD N-N-N-N, then (if victorius) SE-SE
Chances to win: 93.8%, makes GS unable to see our submarines. Closing moves meant to keep the ship away of the assumed SGSF route.
65) U-H3 to move E-E
staying outside of SGSF's range, while being able to attack it on the following turn
66) new destroyer in Abilene to be named H.B.S. Castor and kept in Abilene
67) U-Q1 to move NE
hopefully avoiding detection, while still being able to attack SGSF on the following turn
68) U-Sa1 to move SE-S
avoiding detection almost for sure, being able to attack SGSF on the following turn
69) U-H2 to move SE-SE-SE
just keeping out of NGSF's way, ready to re-establish our picket perimeter
70) H.B.S. Legopolis to attack the 1/4 GS DD via W-W-S, then (if winning) E-SE-SE
we seem to be having vessels enough to block Q.M. West against NGSF, so sinking this half-dead GS DD sounds like no big risk (odds to win: 98.9%); then follow Task Force North, being able to attack NGSF next turn
71) Task Force North to move S-S-SE-SE-SE-SE
heading for Q.M. West (see the war thread for details)
72) new carrier in Kloreepville to be named H.B.S. Tiberius Kerekes and moved NW-NW-NW-W-SW
heading to join Task Force North
73) all four transports from Kloreepville to move NW-NW-NW-W-SW
just in case we need to block the entrance to the Bay of S'haven or to Invoice next turn (there are still three GS transports we know nothing about...)
AIRFORCE
74) both bombers to rebase to Abilene
will be ready to bomb SGSF wherever it is in 1260AD
ARMY
75) 30 infantries & 20 artillery to fortify in the hill fortress N-N of Quanto Mechanico
to prevent NGSF from landing its cargo there
76) 30 infantries & 20 artillery to fortify in Abilene
to prevent SGSF from taking the city
77) if GoW transports able to reach the coal hill N-NW of Jackson, move 30 infantries, 20 artillery, and 2 workers there + keep a worker S of the hill, so that the company cannot get cut
78) 9 infantries to be left in Crossing
79) 3 groups of 3 cavalries each to destroy fortresses S, S-SW, and S-S of Abilene
80) 3 groups of 5 workers each to rebuild roads, RRs, and mines S, S-SW, and S-S of ABilene
better do that while we have time; if our plans succeed and we force GS to land in the open, they better get no defense boni...
81) all tanks to gather in Oasis
nobody can investigate this city (well, yeah, I know... it would be easier to leave them somewhere in the open... but it would be more difficult to refer to that location)
82) some horses and cavalries to idle at the dyes NW-NW, N-NW, and NW of Dye Fields
just in case GoW tries to blast our luxuries away...
Worker Movement/Actions
Mostly engaged in destroying fortresses between Abilene and Tipperary. If available, two workers should mine one currently irrigated tile around Kloreepville (to make losing a tile to pollution not delay a 100S build).
City Management
83) Legopolis to start 1t bomber
84) Jackson to start 1t tank (disband 1 horse)
85) Farmerville to start 1t worker
86) Panama to start 1t tank (disband 1 cavalry)
87) Red Bricks to start 1t tank
88) Red Bricks to start 1t tank
89) Forkmouth to start 1t infantry (disband 1 cavalry + 40g)
90) Karina to start 1t tank
91) Zargonia to start 1t tank
92) Dye Fields to start 1t tank (work all land tiles, disband 2 cavalries)
93) Sandonorico to start 1t destroyer (disband 1 cavalry + 320g + 1 horse)
94) Logville to start 1t tank (disband 1 cavalry)
95) Sharpehaven to start 1t tank (disband 1 cavalry)
96) Tarzania to start 1t infantry (disband 1 cavalry + 40g)
97) Camp David to start 1t explorer
98) Kloreepville to start 1t tank
99) Invoice to start 1t worker (work fish, iRRigated grass and coasts)
100) Ahhmyfoot to start 1t tank (disband 2 cavalries)
101) Tiberium to start 1t tank (disband 2 cavalries)
102) Q.M. to start 1t destroyer (disband 1 cavalry + 1 horse)
...to make sure we do not miss the build even if struck by pollution
103) Abilene to start 1t destroyer (disband 1 cavalry + 160g)
104) Horsefish to start 3t destroyer
105) Tipperary to start 1t destroyer (disband 1 cavalry + 320g)
106) Port Hammer to start 1t worker
107) start researching Radio at 70%
Radio with 2 teams (GoW in modern times), the costs is 4800-20%=3840. 3840b/4t is 960bpt - which is exactly halfway between 70% and 60%. So, two turns at 70%, two turns at 60% (~-350g total).
108) send Motorized Transportation to Vox as accepted
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