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DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 14-11-2004 08:06
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Tanks off board is better. But still it leaves our settlers vulnerable

DeepO

DeepO is offline DeepO

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  Old Post 14-11-2004 08:10
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If we land in the open, there is another possibility. What about Q 77? With 2 settlers, it would fork on Quanto and Sando. Add the Marine threat on Abilene and Tipperary down S, and Lego has to split its defenses over 4 cities.

I'm not sure it's feasable, though, to get the M out of harms way.

DeepO

Theseus is offline Theseus

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Apr 2002
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  Old Post 14-11-2004 08:10
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Ah... so ,any empty Transports left over, we can hide whatever we want?

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:19
  Old Post 14-11-2004 08:11
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We could rename the Settlers to Workers. (j/k)

Our Transports (the S ones) shouldn't be hit at all if we land on Abilene 87 though, right?

If we land more than 1 Settler, they're going to start thinking about what the extras are for. They'll almost certainly cut the roads from our landing anyways, but no need to give them more reason to do it than necessary.

DeepO is offline DeepO

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  Old Post 14-11-2004 08:14
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Yes, with Abilene 87, no BB can attack a full TR. The new DD from Abilene we can't do anything about, of course.

Landing with more settlers: not really. We might use them next turn, or the one there after, or the one after that... it would make sense at this moment to land them, and pick them up later. They will be safer on land than on sea.

We could use a few at sea, to not give too much away

DeepO

Theseus is offline Theseus

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Apr 2002
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  Old Post 14-11-2004 08:17
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Then the number of troops landed should be determined by a backwards count of what can remain totally safe on board the ships, and what mis-image we want to portray to Lego.

DeepO is offline DeepO

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Jan 2002
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  Old Post 14-11-2004 08:28
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We will at least lose 1 TR, of the 8 we've got. If Lego's smart (and so far we have no reason to believe otherwise), they will bombard the 1st, or even the first 2 TRs. I think we can assume that we need at least 4 empty TRs either covering the stack, or blocking the way to the stack from Southern threats.

Oh, and we will need all we can to destroy the Lego Deep S attackers.

DeepO

Theseus is offline Theseus

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Apr 2002
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  Old Post 14-11-2004 08:30
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I've been reading a lot about Alexander lately... some basic thoughts come to mind:

*Show / hide. Hide / show.

* Two main elements, the rest are secondary: 1) one to hold them in place, and yet also to force a set defense to move in some/any way (the phalanx); 2) the devastating strike (the cavalry).

DeepO is offline DeepO

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Jan 2002
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  Old Post 14-11-2004 08:33
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BTW, I took a look at GoW's side. Lego has pillaged a fortress, right in between Dye fields and Jackson. GoW could still land on a hill, but I think that the fork between the two cities is their best option. Further, their Marines can continue South, so they fork between Zargonia and Dye fields.

Doing so will increase our chances: Lego won't be able to leave any of the 6 cities undefended, even if they cut roads. Which means we'll have a target of ~15 I in each city, not ~25.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:19
  Old Post 14-11-2004 08:38
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I think my previous numbers were for on flatlands too, not with a Fort (10% defense bonus):

Artillery vs MI:

12 MI
Expected HP lost per bombardment .43
24 HP to get to Infantry (MI at 2/4)
55.8 Artillery bombardments to get to Infantry. (Allows that some of the bombardments that go for 2 HP will end up hitting 3/4 MI)

Artillery vs Infantry:

10 Artillery, 24 Infantry
Odds to hit 52.2%
6 Infantry hit. 18 Infantry full health.

Bombers vs Infantry:

2 Bombers, 24 Infantry
Odds to hit?
1 Infantry hit. 17 Infantry full health.

Tanks vs Infantry

~30 Tanks. 17 Infantry.
Odds to kill 69.6%.
17 Infantry hit or killed. 5 Tanks killed. ~8 Tanks left to move.

Tanks vs Tanks

~8 Tanks(L). 68 Tanks(GS).
Odds to kill 79.2%, odds to blitz kill 41%.
10 Tanks(GS) killed. 5 Tanks(L) killed. (If they blitz every time.)
7 Tanks(GS) killed. 1 Tank(L) killed. (If they don't blitz at all.)

So we should have 58-61 Tanks for next turn if they hit us with most or all of their Tanks and Artillery and ignore GoW. They could kill some more Tanks with Cavalry too. More useful for them to seed Tank builds with them though.

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 14-11-2004 08:47
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quote:
Originally posted by DeepO
We will at least lose 1 TR, of the 8 we've got. If Lego's smart (and so far we have no reason to believe otherwise), they will bombard the 1st, or even the first 2 TRs. I think we can assume that we need at least 4 empty TRs either covering the stack, or blocking the way to the stack from Southern threats.

Oh, and we will need all we can to destroy the Lego Deep S attackers.

DeepO


We can move the Transports to Abilene 411 and be out of range of land based bombardment. Plus cover with the 3 4/4 DD survivors. And if I'm reading things right we only need 1 3/4 DD to be scouting, so the other will be on the stack too.

Should mean those Transports are basically safe. Lego Subs (or maybe some DD's we haven't seen) being the unknown. Even if they bombard 2 of our DD's, attack with their 4/4 DD... that leaves them with Subs and a 1/3 DD to take out 1 DD and 2 empties before they start sinking units. So they'd need at least 3 Subs (or unseen DD's) within range.

DeepO is offline DeepO

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  Old Post 14-11-2004 08:48
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Does that take into account blitzing of Lego tanks against infantry?

DeepO

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  Old Post 14-11-2004 08:51
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Abilene 411 is within bombardement range, it's Abilene 441 you want. We will need to attack the stack, but that should be not too much of a problem, and leftover attackers can defend the stack.

DeepO

DeepO is offline DeepO

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  Old Post 14-11-2004 08:53
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I'm off to bed, it's becoming 5 am here

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:19
  Old Post 14-11-2004 09:01
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They'd probably save the Tanks that won against our Inf (3.4 3/4 Tanks, 2 4/4) to attack against the Tanks if they were going to be blitzing. They would kill 5 more of our Tanks if they did.

Not sure if they will want to blitz at all though. It will leave them out in the open, which they have to cover with Inf, meaning they take Inf off road and giving us far better odds of killing them than if they stay fortified and in cities.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:19
  Old Post 14-11-2004 09:10
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quote:
Originally posted by DeepO
If we land in the open, there is another possibility. What about Q 77? With 2 settlers, it would fork on Quanto and Sando. Add the Marine threat on Abilene and Tipperary down S, and Lego has to split its defenses over 4 cities.

I'm not sure it's feasable, though, to get the M out of harms way.

DeepO


It's something to consider. Sando would require the roads stay up, in which case landing just about anywhere will fork more cities too.

I don't even want to go over the chaining that would be required though... It may be possible to use empty Transports to get the Marines to safety, but at first glance I think we'd be in range of shore bombardment at least.

DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 14-11-2004 09:16
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Aeson, don't forget there are at least 2, maybe 3 bombers nearby which could also attack our ships. That tips it to attacking the Lego ships (possibly not the 1/3 DD) I think: with 4 ships less to worry about, we could even have enough protection from a few empty transports (which we'll have anyway)

One remark: we're better off with a couple of 1/4 DDs, then with no DDs at all. In case Lego blocks one of its harbours again, we need a bit of offensive capabilities.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:19
  Old Post 14-11-2004 09:20
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You need to get to sleep.

(I definitely agree on attacking the S Lego ships... I was assuming it in the post.)

quote:
Originally posted by vondrack
Our 1265AD war thread has 96 posts ATM, which is close to what has been posted in our forum from March to September 2004...


At least we are almost sure to win the post count competition!

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:19
  Old Post 14-11-2004 09:41 Visit Trip's homepage!
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quote:
Total Posts: 168
User Posts
DeepO 83
Aeson 33
Theseus 14
vmxa1 13
Trip 7
OPD 6
Shiber 3
Krill 3
vulture 2
Cort Haus 2
notyoueither 1
asleepathewheel 1
alva 1


DeepO is offline DeepO

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  Old Post 14-11-2004 18:22
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hum... slept through my alarm clock. I don't have much time, I've got to run. I should be back around 10 pm GMT, at which time I'll play the save. There are a few things to decide yet, but in principal we land at Abilene 87, and will end our marines at Abilene 441.

A few of the minor things: If possible, I'd like to end one transport so that we can have a chain next turn. This requires that the DD protecting hub2 has to attack the 3/5 BB next to our N fleet, and succeed. Also, I'd like to change the build in Hurricane to DD if possible... we might get another turn out of our chain before Lego breaks it.

As to how many settlers to land: I'm still not convinced we should land only 1. If we lose them all next turn, the invasion is over. But let me think about that for a while...

DeepO

vulture is offline vulture
King
Leeds, UK
Jun 2001
time: 05:19
  Old Post 14-11-2004 19:38
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Some stack combat calculator results:

for 55 marines vs Quanto: 0.8% chance to take the city; on average they lose 8.6 units, gain 13.1 promotions and 1.1 great leaders

for 55 marines vs Abeline: 1.2% chance to take the city; on average they lose 10.3 units, gain 12.4 promotions and 1.1 great leaders

Don't know the details for Forkmouth - for the sake of argument I've assumed the same units as Quanto, and that it is not on hills (and since is size 12, doesn't get the metro bonus; if it is on a hill, it won't be much different to Quanto)

55 marines vs assumed Forkmouth: 22.9% chance to take the city; on average they lose 15.3 units, gain 11.5 promotions and 0.8 great leaders.

If Forkmouth isn't on a hill, it's worth investigating. Even with the risk of running into a submarine, it's by far the best shot at taking a city with marines. And they probably won't have that many tanks there: they have 27 total, and 17 of them are already accounted for, and surely they have some on the GoW side if the GoW invasion is actually a plausible threat.

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:19
  Old Post 14-11-2004 20:52
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Forkmouth is on hill, the only non-metro not on a hill is Sandronico but that's seemingly blocked by BB's

vulture is offline vulture
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Jun 2001
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  Old Post 14-11-2004 21:07
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That's not so good. It still probably represents the best shot at taking a city with marines though, although not a brilliant one (unless it is woefully underdefended).


Trying to find a bright side, surely this means that GoW won't be facing nasty odds on their side for a marine attack.

For those who are interested, if Sandronico were completely undefended on land, our odds of taking out the 4/4 BB to get through to it using 7 transports (i.e. the marines' transports) is 9.7%

OPD is offline OPD
King
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Jun 2002
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  Old Post 14-11-2004 21:28
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I guess this is a situation where a couple of cruise misslies would actually be very useful. A tactical nuke would be better though, and more fun too, then you'd really see some rolling armagedon.

asleepathewheel is offline asleepathewheel
Emperor
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Mar 2002
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  Old Post 15-11-2004 02:52
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damn I've missed a lot.

DeepO is offline DeepO

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Jan 2002
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  Old Post 15-11-2004 02:54
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vulture, that's about the best chance we heard... 9.7% is the best way to take a city, and have a rolling invasion after that

I'm about to start on the save again, but first I'll have to do the stuff up to this point. I'll get a screenshot with a detailed movement plan in half an hour or so.

DeepO

DeepO is offline DeepO

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  Old Post 15-11-2004 03:34
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DeepO

DeepO is offline DeepO

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  Old Post 15-11-2004 03:47
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The following moves are planned:

1. Take DD to BB. Clears for subs for our chainer. There is another option where we'll leave the BB, and move the ship to the Hub 3 position instead (together with the carrier)

2. Move Chainer to N fleet

3. Use a TR full of M to scout for subs. If free, the other TRs can follow, otherwise we need to find another way

4. Use 3 DD + 3/4 DD to attack the 4/5 DD, 2/4 DD and 1/3 DD. Actually, I'm not so sure about this move... we'll run into 3 or 4 defenisve bombardments, I wonder what our odss would be. Will check this later before playing.

5. Move our S fleet, unload, chain M, and go to S fleet position. Take a few empties as well... layout of troops still to be decided, it looks like everyone agrees with every settler apart from the one on Abilene 78, I'm not so convinced. But let's decide this after we see how the attack in 4. goes.

6. One last TR, or possibly 2 if we're confident, move to Hub 3 position. These are out of reach of the BBs, and could chain more troops to us next turn. We could arrange for protection from one DD, but that means we don't attack the 3/5 BB, which can in turn attack hub 2 next turn. (at the end of this turn, Hub 2 will be defended with 2 DDs if we want)

7. Move 4/5 DD and 3/4 DD in range.

8. Move the remaining 3 moves on the 3/4 DD we used to scout. I think we got a couple of options with this ship. We could scout for subs for the N fleet, but I doubt we're going to find any. The most risky position for the S fleet is right next to it, as the stack was attacked by a sub last turn (IIRC). More to the South, there shouldn't be any subs left, or they would have moved towards the S fleet. So no scouting to the North... which leaves 2 options: either run so shore bombardment can't reach the DD, or try to outrun the BBs. We can't have both. The DD from Quanto (it was Quanto building a DD, not Abilene. When redoing the save I noticed I was wrong) can reach the 3/4 DD everywhere.

I prefer shore bombardment over drawing some BBs away from their shores, but closer to our Hubs. Every art on that DD won't be used on one of our MIs.

DeepO

DeepO is offline DeepO

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  Old Post 15-11-2004 03:57
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Actually, I don't know about attacking that Lego stack in view. We've got 4 DDs (one of which at -1 hp), they've got 4 DDs (one 2 hp down, one 3 hp down). We will face 3 or 4 hits from artillery (3 normal, 4 because Lego seems to have lucky shots at sea). That makes it the same number of hp.

We would have a slight advantage of winning the battle with our 4 ships, however we are surely going to lose 1 or 2 battles, maybe even more. Which will leave us with battered ships (think 1/4, maybe 2/4 DD if we're lucky), against their battered ships (possibly a 3/4 DD, otherwise 2/4). The problem is, our ships won't defend the TRs anymore. If they attack with their 2 ships, against our stack, TRs are going to be on top, with 2 DDs below.

OTOH, if we keep our ships, and only bombard the Lego stack, we will have 3 full health ships, and a 3/4 DD on top. Add the CV still present, and add 1 or 2 empty ships (depending on how much we send to Hub3, we should have 3 empties in total), and we will have a protection against 6 or 7 ships. With the bombing, we should get the Lego stack to below 3 hp at most, making them lousy attackers too.

So, even if I previously said otherwise, I think we should only bombard that stack, and not outright attack it. The margins are too small...

DeepO

DeepO is offline DeepO

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  Old Post 15-11-2004 04:04
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Something else: we are looking at the S stack for hiding our M. It's not entirely correct that that's the only hiding place. We will have 11 empty TR, within chaining range just next to it. Why not use that for at least a couple of M, perhaps even settlers?

Right now, there are 6 BBs threatening that stack of empties, all hit before. With luck, we will destroy one of those. Further, we've got the new DD from Quanto which can hit it, and the 4 ships of Lego's South Stack. So, 11 visible ships can reach it, many of which are at 1/4 hp. I guess that at least 1 or 2 TRs are going to be safe from destruction, and could be used for e.g. 3 settlers, and 13 M. Which would leave more room in the S fleet for empties (they are needed too, as chainers).

It's a matter of dividing risks: there is no way to Lego can destroy both stacks in the same turn, so we are going to have at least some settlers, and marines left, no matter how they spin it. And most likely, we will have more units present after they play their turn.

DeepO

 
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