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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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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 in return.
- We discover Computers.
- Enter F1.
- Set tech to Minituarisation, 0%.
- Enter build queue.
- Blizzard shortrushed to guerilla (knight not possible). 50 shields, 200 gold. 10 shields waste. Over the budget, but we need that DD.
- Bolderberg set to MI
- WW set to Marine. (this should mean we've got 16 completing M over the next 2 turns)
- exiting city view.
- EotS builds Marine, start Marine.
- Pollution strikes Hurricane! Still correctable, I think
- Cyclone builds settler. Starts worker
- Bolderberg builds MI. Starts MI.
- D-ville builds M. Starts M.
- Tempest builds Marine, starts Marine.
- Tornado builds M, starts M. WLTKD cost us a 2-turn M, might be able to compensate.
(- Typhoon didn't make it. The only real effect of losing WLTKD: we strand at 46 spt, needing 50 spt. 1 M got delayed, but no problem, and the extra shields will help Tornado get to 2-turn M.)
- Arashi builds M, starts M.
- Sufa builds worker, starts E.
- Monsoon builds M, starts M.
- OG builds M, starts MI.
- Inchoff builds M, starts T.
- Blizzard builds DD, starts MI.
- WoC builds M, starts M.
- SA builds Marine. Starts Marine.
- 733 gold, 0%, 0bpt, +328 gpt. (minituarisation scheduled) 0/? beakers collected.
Modern Era Tech Cost
shortrushes
- as mentioned, already short rushed to guerilla in Blizzard, to complete the DD. (50 shields, 200 gold)
- disband worker in SA.
- shortrush to settler (28 shields, 112 gold)
- set to M
forces
(- 2 galley)
- 14 art
- 24 workers (+.5/turn) (+1 since last turn, but one used already)
- 10 settlers (+.20/turn) (+1 since last turn)
- 20 rifle
- 57 inf
- 40 Marines (+8.24/turn) (+10 since last turn)
- 70 tanks (+.13/turn)
- 1 MI (+1.16/turn) (+1 since last turn)
- 22 DD (+1 since last turn) (-3 lost in combat)
- 26 transports (+.5/turn)
- 2 carrier
- 2 sub (-1 lost in combat)
- 3 explorer (+ .14/turn)
- 2 fighter (+0/turn)
- Strong in strength to GoW, to ND, and to Lego.
Legoland forces:
- 2 settler
- 15 worker
- 8 horsemen
- 41 Cavalry (-10! Lego is using them to seed ships or tank builds, no doubt about that)
- 89 infantry (+4 built)
- 62 artillery (+1 built)
- 7 ironclad (-9 lost in battle)
- 15 transport
- 10 subs (+3 built, -1 battle)
- 5 DD (+1 built, -4 battle)
- 9 BB
- 2 bomber
The rest is coming
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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okay... some info. I'm currently holding the turn, I'll do some economic stuff but would like some opinions before proceeding.
In the darkest red, you see our casualties. Surrounding that is an area to indicate where the attackers could have gotten to. The slightest red is what those attackers could see at most. There is one rectangle left, which is where the stack of BB has gone, but it is likely to assume they will be not far from their one BB that attacked us.
In the white are our positions, and the choices we have. In case we want to bombard with our convoy, those plots become smaller, as we need 1 mp for that...
South, and Deep South, I think the options are clear: I think we should combine both forces for the time being. Not only does it protect our fleet a bit better, but it will create a bigger diversion from our Northern fleet, and that's what we need.
North is the problem. I would sail forward with 1 DD, and see if we can spot the BB. If we don't spot them, we go for the b spot (c nearly as good, but one DD can't make it). If we spot them, we can go for the center spot and still have 1 bombardment left. position a is also an option.
We could also move our carrier 4444, and use the fighter to scout. The carrier will be exposed.
The Northern sub, I would move to the fleet, maybe seeing if we can spot the enemy sub that sunk our DD. Southern sub moves closer to Tipperary.
Oh, and I have to edit the pic, as I spotted a few mistakes... be right back 
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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OPD, didn't see your post before, was to busy posting myself 
I forgot the horse, it seems. And use cav when they still have horse is very strange. There are only 2 options:
- they have a very long term short rush plan, where they need horses in a few turns (when you disband them, you sometimes end up a few shields short with a cav)
- or, they weren't paying attention. I guess it's probably the latter, which would also indicate they've got cash to burn... otherwise you would be looking into every gold piece you could safe.
At any rate, it looks like they want to invest heavily into their defense. You don't need cavs when you intend of building 20 ships, and sink all transports before they are able to invade. Or, you can better build defenders this turn, and as many tanks the moment you can (in 2 turns).
I really hope they're going for the second option, and are concentrating on land-defense first.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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loading, and chaining TRs to N fleet
10 M, 1 MI, 1 S, 4 I loaded on transport (would have been 1 M more if Typhooon would have cooperated).
N fleet now consists of:
- 50 M
- 1 MI
- 34 T
- 1 E
- 6 S
- 4 I
for a total of 12 TR, or 96 places on board.
Next turn, 6 M, 2 MI should bring us to our final numbers. Backup still on the side, of course)
Moves
- Clean pollution
- Cyclone 4 irr
- Bolderberg 6 mined
- Elipolis is on 32 spt, just short of the 34 we need for 3-turn builds. Mine plain for 2 turns, then irr it for one will get us to 100 shields, -1 food.
- Eli 9 mined
- remaining I distributed over cities.
- 15 I upgraded to MI. Distributed 1 over every coastal city, 3 in Elipolis. Further, both WoC and Inchoff get an extra I. Rifles hold the mountains
workforce shuffles
- Typhoon is not longer able to get 50 spt builds.
- grass from Typhoon to Tornado
- Tornado takes it instead of coast
- Sufa takes coast instead of sea (+1 gpt)
- Cyclone got the wrong tiles with building the settler (normal), and is 2 food short. Doesn't matter, making a 1-turn worker pump out of it anyway.
- Takes irr grass.
- Cyclone takes plains from Bolderberg.
- Bolderberg takes grass instead.
- grass irr, plains mined.
- When pollution is cleared, Hurricane is 2 shields short. Typhoon still has 40 too many...
- Typhoon takes sea instead of bonus grass
- Cyclone swaps bonus grass with one near Tornado
- Tornado takes grass, gets off grass EotS can reach
- EotS takes grass, instead of river one
- Hurricane takes grass instead of coast.
Current Builds
Eli : bomber in 2.
Inchon : Explorer in 1
WoC : Marine in 1
Inchoff : Tank in 6
D-ville : Marine in 2
Santa Ana : Marine in 1
Blizzard : MI in 3
Monsoon : Marine in 2
Arashi : Marine in 2
WW : M in 1
Tempest : Marine in 1
SS: settler in 2 (shows 3)
Hurricane : Transport in 1
OG : MI in 4
EotS : Marine in 1
Bolderberg : MI in 2
Cyclone: worker in 1
Tornado : Marine in 2
Typhoon : Marine in 1
Sufa : Explorer in 20
Battlereport
Diplo
- Lego Mot Transport (and tanks) to be expected in turn 242.
- GoW discovered radio last turn
Other
- neither GoW, Vox nor ND have a CIA
- 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.
(we currently have 21 gold in treasury)
Diplo Bug with GoW. - rubber to become a problem on D-day
Battle Report and movement of fleet still to be done. The rest is ready
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:20
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quote: Originally posted by Aeson
I think we should scout for the BB's with the 1/4 DD. It can't protect the stack anyways. 88668. That Lego sunk our Sub with a Battleship makes me think it would be best to try the diversion with the 1/4 DD and 2/4 DD. They've given up (meaningful) range for a kill, maybe they will do it again. Take the 2/4 DD and move it N or NW of the BB stack, bombarding if possible. Keep it so that if they sink the 2/4 DD they will see the 1/4 DD. The 4/4 DD by Blizzard can't make it to the Transports this turn anyways, so I think we should move it 336 (it could then move to the Transport hub at Hurricane 66666 next turn if it survives), where it would be spotted if the BB's kill the 1/4 DD. Then lets hope they follow the crumbs in a kill frenzy.  |
Makes perfect sense. One minor problem is that, as the BLizzard by DD can't reach the hub this turn, it will reach it next turn at best. But at that moment, the DD we just built in Blizzard also arrives there (but can have scouted for subs on the way there). It leaves our Transports unprotected for one turn, if we don't want to take ships from our convoy.
OTOH, we only need one of those 2 TR to survive next turn, to get a successful chain.
quote: The 1/4 Sub should move 147 and hope to spot Lego's Sub. This will leave it at E. If the Sub is spotted, leave our Sub for the moment to spot it. Move a DD in the S fleet 66663 toclear for Subs, then the S Carrier 666(3) and bombard Lego's Sub with the Fighter. Then move a N fleet (at 3 of the main fleet) DD 63 to clear a path for the N Carrier to move 6363 and bombard with the Fighter. |
Nice plan. I'll start on this right now, and let you know the results
quote: I don't think we should bombard the BB stack with our Fleet. Hope they go for the diversion and we make it past them without fighting. We'd only hit them for ~3 HP anyways, which isn't much to give up for the chance. I think we should head to E (following the clockwise notation) with the fleet if we sink the S Sub. Probably in any case though. |
At first, we set out to let it look like we were going for Sharpehaven, by being as North as possible. But I agree it is better to run, if we have half a chance. Position e it will be
DeepO
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