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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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That would be a brilliant defensive move by them, surely.
If that happens, I propose we hunt blockade the remaining ports and hunt down their fleets and begin building bombers to destroy every tile improvement within range of the coast. That will hurt them. Make a wasteland out of their coastline. Pummel their cities.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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Why would you fear it would stop us from invading? I remember those posts you made after rejoining, they are linked in every turnthread I create. At the time you first mentioned it, I haven't seen any comments in this forum regarding it... but that's exactly the thing, right. We're still thinking too much as a SP game. In SP, you very rarely would even consider disbanding one of your own cities (especially after 242 turns), as there is no real threat that needs it. For most, a SP game is also something where you are emotionally involved with what you've got. And that gets in the way of logical thinking.
The same with the settler hopping thing. Since you first raised the idea, I tried it in a game, just to see how effective it really is. It's devastating... you can easily take a whole AI empire in just one turn with good planning and plenty of settlers (and plenty of tanks as well, of course). So why is this not a tactic everybody uses? Simply because once you capture a city, you are emotionally involved, and don't want to throw it away in that same turn. Plus, you have to plan this meticously, in that you need enough settlers, at the right places, and only very few people do that in SP. It's easier to take it a bit slower, and conquer the AI in 5 turns, instead of in 1.
We mentioned to GoW that we were going to settler-hop, and asked if they have a couple of settlers with them. Fine... they take 3 (we take 10). How are they going to use them? IMHO, they are going to move them forward together with a SoD, and at the beginning of turn 243 build a city, using that as a base of operations. Which is completely different from our approach. But let them do it their way, we can only gain from it.
I don't see Lego disbanding cities so easily now (perhaps they will do it in a few turns, if it looks like they are losing). And if they do, there is very little we can do to prevent it. We ship our backup forces (in case the chain is not broken), and attack the lightest target in full force. Or, we chain our marines over to the best target (which could be Abilene) at great cost. Final possibility is to land all our forces in the open, but I'd like to keep that to a really final solution... it's not that there is a big fear of being decimated, but it would destroy all forking we've done, and create only 2 or 3 cities Lego has to protect.
BTW, once we've settle hopped, disbanding cities as part of our defense strategy is not going to work that well. If we can bring 10 settlers, others can to... with only a minimum of road intact, our empire can fall in 1 turn.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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so... what wold be the best use of Lego of that BB stack next turn?
I think there are 5 options to them.
1. Attack our chain
2. bombard S fleet
3. bombard N fleet
4. attack N fleet
5. blockade Quanto.
Out of this, option 1 would probably be best in the long term, while option 4 is the best immediate action. option 3 might work, if they've got plenty of ships nearby (which I doubt, they built 1 sub last turn, why would they all of a sudden create 10 more)
Blockading won't work very well, as BBs are better in offense, and would be used defensively. Outright attacking our N fleet would not only destroy most of our escorts, but would also deprive us from softening the cities before attacking. So, I'm half expecting to see most of our, if not all our escort ships sunk when we open next turn. We might even miss a couple of transports too.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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If we end the turn right next to the coast, we would be safe from counter attack, but it holds a few problems. In case that piece of coast falls (we are bound to lose cities in the counterattack, as we don't have the defenders with us to keep all we can conquer), we would be open for art fire. If that happens, our DDs won't do us any good, they might not be damaged by BB, but can't return to full health evading the stack.
But, more importantly: Lego could continue towards Stormia, attacking hub 1 the turn after. Undisturbed, as we've got nothing on that side to counter them.
Maybe I'm wrong, but either those BBs attack us, and we try to clean up whatever is left (most of those would be damaged to 1/4 or 2/4), or we should go for them. We've successfully evaded them long enough, time for a tactic change.
And RP is one of the reasons we have to do this: they are coming unprotected. If they encounter that BB stack, literally all their forces would be destroyed, they wouldn't have a single unit left.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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One more thing: we've got 1 TR ready to chain, but nothing more. In case the chain survives, it has to move back in turn 244, and can only be used again in 245. Or, we need another TR built in Hurricane in 244. We can do that, (MI is to finish there in 244 which can be switched easily), but wouldn't it be better if we reinforce Stormia for 1 turn? Of the 200 troops we have, 160 are, or will be in transport to Lego. 8 more defenders could really help at home.
Oh, of course, in case we see next turn in the battle report that hub 2 was destroyed, there is no need for further M. After EotS completes its build, we can switch all builds to defenders. MI / tanks if possible (not sure how the rubber situation is going to work out), infs / bombers otherwise.
DeepO
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Aeson
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orangesoda
Nov 2001 time: 22:19
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If I were Lego I would blockade Quanto's Harbor (building a ship or two to add if possible, and bringing in the Subs too).
Draft in Sand and Tip (maybe Abilene or Dye... whichever is less useful). Disband Sand and Tip (maybe Abilene or Dye). Expose our spy.
That leaves 5 (4) cities to defend.
93 Infantry
32 Tanks
25 Cavalry
4 Horsemen
Put 21 Inf in each of the 3 cities our side. 15 Inf in each of the 2 cities on GoW's side. Spread the Tanks out amongst those cities. Seed more Tanks with the Cavalry and Horsemen.
They probably know if ND and RP have Marines or not so can concentrate on us and GoW entirely.
If they disband and blockade we probably can't punch through with our Marines and run a risk we couldn't even get into Quanto. Let's hope they do something else.
Otherwise I think we have to land on Quanto 21. It's a hill, fortress, and both our fleets can land units there. While we give up the rolling invasion, we don't lose so many Marines. With GoW landing too, I think it's a lost cause for Lego either way, but this would be their best bet.
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I doubt they will disband cities. Blockading Quanto's harbor after bombardment is something I would expect them to do. I'd also expect them to keep at least a token defense in each city, even interior. Probably the Tanks and whatever Cavalry survive next turn's Tank seeding.
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We shouldn't waste our DD's bombarding I think. Very small chance to hit enough to change things. If Quanto is heavily defended, no point in going for it. If it is very lightly defended (2-3 Inf) we can try to punch through the BBs. It would be a close thing, but killing those BBs is important, and our DDs will die if we don't anyways.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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Blockading Quanto after bombardment might work, if they are lucky. They've got 6 BB in reach, and let's assume another 2 DD or so (we've been sinking a lot of subs and ships there, if they aren't freshly built, there won't be a lot of reinforcement present).
We, OTOH, have 10 4/4 DD, 2 3/4 DD and 1 2/4 DD right now (distract some 6 hp from the bombardment). It certainly wouldn't make them safe enough to have only a token defense in Quanto.
21 inf is frightening to attack. And assuming they somehow disrupt our chain, we only have 55 marines... but that still makes the odds better than 50% right? The 4 M for every I ratio we've been calculating with gives us 90% success, we just have to be a bit more lucky then 
if we really can't penetrate their defenses and have to land, Sando 21 is the best bet, yes. I surely hope they leave our spy alone, so we can make a fact-based decision for this, instead of having to do it blindly. I'm not perfectly sure, but I thought that marines defend before tanks do, in which case we would have ~70 undamaged tanks to play with in 244. Not as good as being able to damage them without first taking a hit, but still decent.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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oh, the backup troop chaining: Yes indeed, we will have to wait to see how it goes before deciding what to ship over. I just wanted to say that in case we read beforehand that the chain is gone, we do not have to build extra marines, and should cancel the build orders for something useful. I was planning on starting with the chaining in a special way from the first move onwards to make sure we can land both marines, and MI in Sando... whatever we need.
BTW, this extra chaining is going to require a lot of work. And if I say a lot, I mean a whole lot of work. We need 4 TR with M to do it right:
- TR1 lands its M. Some of those M will survive. 3 mp left.
- TR2 goes to the same spot. Instead of using those M directly, they are awaken, and loaded on TR1.
- From TR1, the M attack. Some will die, the places of which are filled with whatever is left on TR2. Normally, we should have a kill rate of at least 50%, so that TR2 is completely empty.
- TR2 goes 1 spot closer to T-1.
- TR3 goes to TR2. chains all M to TR2. TR3 4 mp left
- TR2 sails back to Sando, and the M attack. TR2 1 mp left
- TR3 sails back to T-1 spot. TR4 chains all M to TR3. TR3 3 mp left.
- TR3 sails to Sando, and attacks.
- TR4 is the chainer: whenever the fresh troops arrive from Stormia, it can load in here, and sail either to Sando, or into Sando.
This will leave none of our TRs exposed in case we can build a harbor on Sando 2.
Why is this so much work? That stack where the right marines have to be awaken is 130 units big... only in scrolling it you lose a minute or more. Not a pleasant thing to look forward too 
DeepO
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