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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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Arrian, the landing spot hasn't been set into stone yet. But only flat land is possible for landing, yes.
As to hitting the DDs: I'm still not completely convinced, but I'll follow the popular vote. One at a time 
Getting more navy: You're right, also if we want to set up a supply line. I do have an idea for chaining in a couple of turn, where we eliminate 1 hub from the chain by setting up 'double' hubs. It should mean we need a bit less pretection from DDs. However, at this moment, we have other priorities. I'll build a sub In WoC, and a TR in Hurricane, but for the moment that's about all we can miss in production. We're shipping another 6 MI off Stormia, soon there won't be any MI left.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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quote: Originally posted by Theseus
Much more important to coordinate what we are doing with GoW. They key problem that Aeson highlights is that Lego has the ability to overstock WHICHEVER cities we want to fork with defenders and arty... we need to find some strategy that takes that ability away, and yet provides for a joint land/sea assault on our part. Perhaps in conjunction with GoW we can accomplish that. |
Well, I posted this before... but in combination with GoW also doing a combined land / sea attack, we can threaten 6 cities. That should be enough to leave 1 city open. Further, next turn Lego can't risk to keep all its cities undefended (as I think they have now)
I think it's critical we have a reailistic threat on a city by sea, a city which we can't reach over land. It doesn't have to be a big one, we just need the pression. Perhaps a N invasion can also provide this, but no matter how you turn it, the invasion will be more prone to danger. Ships close to the shore are more in danger, and the North plan lets Lego calculate how many ships it has to bomb before it starts on the full transports, with enough ships nearby to create a major problem. On top of that, the blocking problem remains: Lego has at least 12 ships nearby which can be distributed over the different tiles to keep us from getting near a city. Blocking can't happen in the South, or we have to assume some 8 hidden Lego ships within range. I'm not saying the South is absolutely guaranteed to be safer than the North, but from what we have spotted, with the information we've got, it looks like that to me.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:19
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quote: Originally posted by vulture
1) Can we afford to investigate Forkmouth? You'd expect the regulation 10 inf and 10 arty there, but the tanks don't seem to be evenly spread, so that may be all that is in the city, which would be do-able. |
Well, we can do it, but if at all possible I'd like to avoid it. Forkmouth is little over 200 gold to investigate. That's 5 I to MI upgrades we could use.
quote: 3) Lego has a spy. As far as we know, anyway. It is possible that they tried and failed a spy mission after they exposed our spy, and lost their, but we shouldn't count on that. |
wouldn't we be warned when they lost a spy in an attempt to steal technology, or our mil. plans?
quote: So they can steal plans next turn, which they almost certainly should do if faced with two stacks of transports - they'd want to know what was in each stack before attacking. Any plan relying on that info being unknown to Lego should take this into account. |
Hmmm... I don't fully agree. I'm not sure as I haven't checked it this turn, but stealing plans is very costly. I thought that stealing Lego's plans would cost us over 5000 gold. Lego has a little voer 1400 gold right now, and without help from Vox only can get to less than 2400 gold next turn. It's not enough for stealing plans.
DeepO
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