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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:18
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While I agree that we need to do something about this terrible bombardment, it's our artillery, tanks, and infantry that must buy us time to build some fighter defenses...
Thanks to all that extra time (we haven't seen a fresh save in two weeks), various wild ideas have crossed my mind. But this one is good, I believe.
Inspired by Kloreep's remark in the chatroom some time ago, I experimented a bit with the algorithm used to determine the "top defender" in a stack. Results obtained lead me to believe that it's very simple: whichever unit has the best odds to survive the attack, will defend.
Now, this may not sound all that new, but...
a 4/4 tank is a better defender than a 3/4 infantry
Which brings me to my idea... GoW's stack that landed presumably between Jackson and Dye Fields, will have a handful of infantry and than a shitload of tanks.
What about this: we use our artillery to knock at least 1hp off every infantry in that stack - 62 arty pieces should be enough for the job. Then, GoW tanks will become top defenders - and we send our tanks in. A 4/4 tank kills a 4/4 tank in 79.2% cases (and does not allow it to withdraw). That's 4 out of 5. Considering we will have about 35 tanks to attack with, we might be able to destroy around 25-30 GoW tanks, leaving them with only slightly over 20 fresh tanks to threaten our cities with (and we hopefully bomb these down, so that they are not 4/4).
This would significantly reduce our needs for defenders on the East Coast - allowing us to stuff Abilene with a lot of infantries, hopefully fending off GS' assault.
And why attack GoW? Well, several reasons - only infantries to crack through (using our arty)... once an infantry loses an hp, it lets a 4/4 tank defend. Second, their tanks threaten two cities of ours, so by killing one GoW tank, we are actually freeing two infantries of ours for duties elsewhere. Third, they have less tanks than GS, so we should be able to leave them with a severely reduced tank forces...
...plus... they piss me off with that aerial bombardment... 
What do you think?
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:18
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Opening sequence including the F1 trick phase posted in the Chronicle entry. The only thing I did was I rushed a vet fighter in Legopolis (120g), as it seemed to be the only meaningful thing to do.
Here is the Western Theater situation:

The marine stack NW-NW of Quanto Mechanico is just 8 full-health vet (4/4) marines. IMHO, it can be safely ignored, as there is no way it could attack anything valuable next turn.
The stack of doom N-NW of Abilene is the core of GS invasion army:

Someone check it, please, but I have counted the following numbers:
4 workers
1 settler
2 explorers
12 mechanized infantries
22 infantries
57 tanks
8 marines
==================
106 units total
I believe the best we can do is to cut all roads around this stack (to prevent extreme combat settling) and stuff as many defenders into Abilene as possible.
Note, please, that GS did a smart thing - they left most of their marines aboard (must be the fleet led by the carrier, W-W-SW of Abilene), threatening directly or indirectly Q.M., Abilene, and Tipperary. Our healthy ships are too far to attack them (that's why they kept attacking with their DDs until our ships were down to 1/x this turn).
They could use these marines to take e.g. Tipperary and use a transport chain to move some of their landed tanks to somewhere else. We have to keep that in mind - possibly either heavily defending Tipperary or even disbanding it.
There are things to do here, but I believe that we should first take care of the situation in the East (to follow in a separate post).
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:18
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Here is the Eastern Theater situation:

The stack of doom N-NW of Abilene is the core of GoW invasion army:

I have counted the following numbers (check it, please):
1 settler
42 infantries
27 artillery
16 tanks
34 marines
==================
120 units total
I am totally puzzled by the composition of this landing force. I may be missing some diabolical plan of theirs, but at the moment, I believe GoW made a colossal mistake. They landed all but 9 their marines! Why?! And they only landed 16 tanks!
This sounds like an ideal situation for our counter-fort strategy. 42 infantries we should be able to crack through with our artillery. It's very likely we will use up all of them, but it should be enough. Once their tanks start defending, we send in the steel beasts. The GoW arty will lower the 80% odds of our tanks, but it's still the best we will be able to get. If we (and I believe this should be doable) cripple their tank forces, we simply build a fort SW of the landing beach, preventing them from building their own fort. Their invasion forces will be trapped on land, unable to attack pretty much anything (surviving tanks will most probably be damaged, other units will be out of striking range).
We will only have to make sure to defend our anti-fort heavily, to keep it at all costs. But that should again be doable.
I have to go for about an hour now, but I will post a more detailed plan of our counter-attack then. Well, basically, it's easy... shell all their infantries, expose the tanks, send in our tanks, kill/cripple theirs. Depending on the situation, we might wish to keep attacking even after finishing with their tanks, since our tanks will have very good chances even against the bombed-down infantries... but I will still post a detailed plan first, since we have to think twice about where to attack from...
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:18
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To find out what we can use for our counterattack, let's start with determining what we will have to defend next turn.
Jackson - exposed to up to 9 marines and whatever is left of the landed GoW tanks. Can be bombed by up to 15 GoW bombers. Estimate: 10 infantries (plus some damaged tanks?).
Dye Fields - same as Jackson, but lower defenses. Estimate: 15 infantries.
Counter-Fort - whatever is left of the GoW SoD. That's going to be a load of (mostly full-health) marines, a lot of damaged infantries (2/4-3/4), and few damaged tanks. The Counter-Fort defenses may be supported by artillery to make it difficult for the GoW units to score kills. OTOH, we need to consider the damage done by GoW bombers (12 of them, it seems - maximum of 15, if the fourth carrier makes an appearance). You basically need 2 marines to have a slightly over 50% chances to kill a fortified 4/4 infantry (considering that our defense bombardment succeeds in 50% cases) . Estimate: 20 infantry plus maybe some tanks and a handful of artillery.
Abilene - exposed to 57 tanks and 12 mechanized infantries. We will be able to make Abilene pretty much unaccesible via water, since we have the new 4/4 DD in Q.M., three 4/4 transports, three 1/x DDs (Castor, Pollux, Romulus), and one 2/4 BB (Panama) within the reach - that's 8 vessels to block two tiles. GS only has one 3/4, one 2/4, and one 1/4 DD to try breaking through - the rest of their vessels are transports and carriers (attack 1).
2 vet tanks have 50%+ chances (71.4% actually) to kill a defending infantry. 2 vet MIs have slightly over 50% chances to kill a defending infantry. So we will need like 2/3 of the attackers to be safe. (57+12)*2/3=46 infantries.
Quanto Mechanico is out of reach of any GS land unit and can be made unaccesible via water by stuffing two or three 4/x BBs of ours just W of the city. Can be left defenseless.
Tipperary - exposed to up to 39 marines. If we add up the infantries needed to safely keep our major cities, it's obvious that we will not be able to properly garrison Tipperary. We can either disband it (after selling all its improvements) or leave it defended with just one token infantry, cutting all roads to it - hoping GS will miss this easy target (if not, they will take it, but will be unable to break out of the city anyway). Not sure which one is better. I would probably go for hoping they will miss it, leaving only very light defenses there and cutting roads.
So... to sum things up: if we put up with leaving Tipperary pretty much up for grab, we should be reasonably fine, as 10+15+20+46=91 infantries (and we have 94 of them).
Means that more or less all our tanks and all our artillery can be used to deal a major blow to the landed GoW units.
And before I proceed to the strike planning, let's make a summary of our pillaging needs:
2+2+2+3=9 pillagers to cut the GS SoD
(2+2+2=6 pillagers to cut Tipperary)
That's 15 pillagers - we have 12 cavalry, 3 horses (can be used to cut the tiles right next to Abilene), and 2 explorers. That's 17, which is enough to cover our needs for this turn.
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Jack_www
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I have been thinking. I think, like you said vondrack, that GOW is going to build a city there and then next turn unload all their tanks in the city. I think that they will try to use settlers to get to Legopolis next turn and take it. That is only thing that makes any sense to me. What do you guys think?
Also is there any way to stop them?
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