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Kloreep

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of the pillow
Jun 2002 time: 00:18
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Here's our horses per turn output under the GA if we proceed to war with Riders.
Pot Sticker: 15 spt (3/6 horses a turn)
Moo-Shu: 10 spt (2/6 horses a turn)
Wonton: 15 spt (3/6 horses a turn)
Egg Roll: 30 spt!!! (6/6 horses a turn)
Fried Rice 8 spt (1/4 horses a turn) at first, but should just reach 10 spt (2/6 horses a turn) once it grows to size 5
Chop Suey: Should reach 15 spt (3/6 horses a turn)
Buffet: Stays at 15 spt (3/6 horses per turn)
Dim Sum: 15 spt (3/6 horses a turn)
Char Shu: 15 spt (3/6 horses a turn)
Sweet & Sour: Should just reach 15 spt (3/6 horses a turn)
Moo-Gu-Gai-Pan: Currently building market, and will need a barracks after that. It'll probably miss the start of the GA. But, once it's done with that stuff, it should easily do 15 spt
Kung Pao: Also doing improvements, like MGGP. Should be able to do 15 spt once it's done, though. (3/6 horses)
General Tso's Chicken: Should be able to do 8 spt once it grows. 1.5/6 horses
That's 32.5/6 horses per turn (38.5/6 per turn once MGGP and Kung Pao start production). IOW, 5.4 horses per turn without MGGP, and 6.4 horses per turn with MGGP and Kung Pao.
That's 216 GPT and 256 GPT required, respectively. Currently we get around 190 GPT, but that should definitely rise in the GA to meet the 256 requirement.
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:18
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Current Situation:
Mobile forces: 18 horse, 3 riders IIRC
Naval: 6 boats, but essentially 5 since we move 1 and it tips our hand.
Slow forces: Didn't look...
Defensive forces: Didn't look
Artillery: 8 cats.
Theories on Warfare
There are essentially 2 methods of fighting humans:
1: Striking unexpectedly. Either backstab, or in undefended positions. (see GoW campaign in RP, going AROUND defenses to strike underbelly. This seriously ticked off ND, though, as it was slow to develope, but that's a whole story in itself.)
As with RP, Jungle makes this difficult at best.
2: Overwhelming force. Numbers pure and simple, even if that means allies. (See invasion of Lego)
20 riders is not what I call overwhelming.
Our Options
1: The straight forward approach:
Land 10 riders on LL, rest move to strike on the front.
Advantages: Time, will be able to strike soonest. I can present landing zones when I get home again.
Disadvantages: Predictable.
2: The insanely UnOrthOdOx approach:
Were this a PBEM I would be doing this...
Cash rush some 10 more galleys (should be able in 4 turns) send 10 empty galleys to ocean, chain those that survive to land Riders undetected 1 turn from LL capitol.
I would think if LL is competent in the slightest and expects this these 10 riders won't be capable of much damage. Goal should be disruption over capture.
Advantages: Surprise. I highly doubt anyone else is even considering this. Which means LL probably doesn't have all that many forces within a turn of their capitol.
Disadvantages: Risk. We are targetting one specific tile. It could be guarded by a worker. Galleys will be lost.
3: The improved conventional approach:
(my more favored approach considering my teammates here.)
Rush up 4-5 more galleys. Cash if needed, but if this turn hasn't been played, IIRC we can get 4 next turn while losing minimal shields/gold. This will give us the ability to land 14-16 riders, and 4 muskets! Ideally on one of the two tiles that threaten 3 cities at once!
Goal becomes capture and keep along with disruption.
What needs be done
*Even if we are only sending 10 riders, they are not in position yet! Get them over there.
*Is there a valid reason Iron was connected so soon? I recommend cutting it and going horsies more as soon as the current are upgraded. We got Leo's, let's utilize it to the fullest.
*Why so many stagnate cities? Pop some settlers out of some of them. We need combat settlers and workers if possible. Also the West colonization hasn't been finalized.
*CATS!!!
Assuming I get my computer working well this evening I can get landing zone, eta's, and builds up tonight.
Last edited by UnOrthOdOx on 04-01-2005 at 19:48
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ZargonX
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Space
Sep 2002 time: 00:18
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UnO: The target is that we will have around 40-50 Riders within the next 8 turns. Iron was disconnected a few turns ago, and we've been pumping out around 4 horses a turn for a few turns. We've more than enough cash for the upgrades, and we're going to have the Iron on an "on/off" switch to keep the production coming.
I do want to do a combined naval-land assault, but I don't think galley chaining is the way to go, for many of the reasons you mentioned. There are a few spots we can reach from Japan that hopefully won't be blocked, but I don't want our whole invasion to fail because of not being able to find a landing site (see PTWISDG ).
As for Cats, the reason we have so few is that with Riders, our invasion should be highly mobile, relying on speed and forward movement. Having to lug cats along defeats the advantage of the Riders, unless you really want to split your forces. That was my thinking, anyway.
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:18
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1. Unless I opened the wrong year, Iron was connected and we were making RIDERS with no way of getting 30 in under 10 years, let alone 50.
2:Yes, we need a naval/land assault. However, the naval forces on LL are more important,IMO, as that is their core. More Galleys will provide:
A: Larger initial landing = more chance of success. Come on, 16 riders and 4 muskets or 8-10 riders and 0-2 muskets? Even if this means 2-4 fewer riders total at the outset of hostilities it's worth it to strike a better first blow. 1 turn, a few lost shields, and a little cash gives us 5 galleys, more transport, TWICE the number of troops in their core at outset, and faster replacements afterwards.
B: Ability to chain and therefore more troops quicker after initial landing.
C: I believe the war will be won or lost on this part of the invasion, thus I would suggest all riders be allocated here, since the jungle on our side of things nullifies their greatest advantage. Using cats and slow movers on this side, with perhaps a smaller contingent of riders for opportunity targets if they are available.
3: The chain idea is coming from the mainland, not Japan. We can land from japan, no problems. There is ONE tile, though, on LL that can be reached undetected if we chain on initial landing, AND those that landed would be capable of reaching the capitol the following turn. This is highly unusual for someone to take this risk, thus I doubt they've even considered it, and think we'ld have a decent shot at taking the capitol on turn 2 of the war. If that tile was covered, it would be no different from any other naval landing, except probably in a place they were expecting less. It's what I would do, but I don't expect it from you guys.
4: Cats are more for what I fear from MAST and defending against them.
I am saying let the largest part of the offense come from getting riders to their core navally ASAP. This is the ultimate goal of the campaign, it is the more valuable assets, and it is the shortes route to victory. Ultimately taking a few of their cities over here will mean little, while taking 3 or more over there would be a blow.
Last edited by UnOrthOdOx on 04-01-2005 at 21:05
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