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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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Chaining arts to Lego
- loaded 8 arts into Transport.
- we can't scout for subs to Hub 1, the DD we just build can't reach it (maybe next turn). So I had to risk it...
- arts reloaded
- from hub 1 to hub 2, we've got the same problem. We can't leave hub 1 undefended. So again risking it.
- hub 2: arts reloaded.
- now we can scout. Moving one DD to hub 3.
- we encounter a sub! sub sunk. DD promoted, now 3/5.
- Lego has a way of putting its subs right in the way of where the ships automove, maybe I should change my behaviour. This is not the first time that when there are multiple paths possible, and I just let the game decide (by moving the mouse to the destination tile), we encounter a sub. Would they plan this?
- anyway, transport reloaded, and follows the trail of the DD, gets to Hub3.
- didn't establish our city yet, so I'm doing it now. Named New Inchon. Set to barracks.
- reload arts, and move them into New Inchon. unload.
Now, I'll study Aeson's notes on how to hit those ships.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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vmxa, what do you mean? They knew perfectly what we landed, by right clicking on a stack you can see all the names, and the stats. They knew just as good as we did that there were 8 marines there, nothing more, nothing less...
OPD: we can't protect RP, there simply is no way possible. We can't stack with them... and by surrounding them, they can't move anymore. They have to make the crossing on their own, nothing to prevent that. The best we can do is to scout for subs, and deal with those along the line they are supposed to sail, but we simply don't have the troops to do it. Besides, our chain is also quite weak.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by Aeson
To get through the blockade I think our best bet is to make sure we kill all the BB HP's we can with our 2/4 DD. Sending it up against a 1/4 BB may end up with us with 2 DD HPs just wasting and not helping the assault. So I think if we can get a shot at the 4/4 BB with our 2/4 DD that would be good, or hit it when/if it's 3/4 and uncovered. The drawback is if we lose, the 4/4 BB will end up having 5 HP overall almost for sure, so it's close either way. We increase the risk of a promotion for Lego, but increase our chances of doing enough damage to get through. |
Hmmm... Aeson, when you get back, I do see your point. However I hesitate. And for one thing: counterbombardment. when we attack with the 2/4 DD, we have 50% chance of losing a hp (if I understand bombardment right, BBs have 8 bombard, DD have 8 defense. Maybe you need to take into account the defense bonus of DDs (10%), which leads to 47.6%). We can't help this, we will always run into counterbombardment with our 2/4 DD, if we want to go for the vet BB (no matter how damaged it is). I'm not sure on the numbers, but my intuition tells me that promoting the vet is harder on the ships than the bombardment option.
Wouldn't it be an idea to try to get 3 counterbombardments off with the transports, before using arts and the 2/4 DD?
Hmmm... that wouldn't work either. We need those arts to get the BBs to (nearly) 1/5.
I'm going to trust you here. it will be close, and something tells me the other way around might be better, but let's see what happens.
quote: So chain across the 8 Artillery. Bombard the 5/5 BB and uncover the 4/4 BB (should defend before the 4/5 BB). If we have 7 Artillery left to fire at that point, bombard the 4/4 BB with Fighters trying to take off 1 HP. If we are at 6 or fewer Artillery left to fire, attack with the 2/4 DD. |
I'll follow this plan, however, you're not getting the second fighter. We need the carrier to protect hub 2: if we destroy the 3 BBs, and with one less sub, there is a very good chance it can survive. But then it needs more than one defender. So, I'll move one carrier into New Inchon, but the other one stays put. I don't think it will hit anyway, only a 1 in 7 chance.
quote: Then finish bombarding with the Artillery. If we uncover the 4/4 BB at 2/4 and still have our 2/4 DD we would definitely need to hit at that point. Once we only have Transports left, if Lego's blockade is down to 2-5 BB HPs left (including the upgrade for the 4/4 BB) then try to break through with our Transports. (Follow the path the DD took.)
If Lego's blockade has 6+ HPs left, or at any time we fall behind being able to possibly get them down to that level with our Artillery, Fighters, and DD, call it off. |
We'll see how it goes. I'll start on it right now.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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I've been going over them myself... it seems to me Aeson is right, but he does take it one step at a time. See if the bombardment works, if that's the case, use the transports. Both have a smaller chance of succeeding, but by evaluating, it works.
anyway, to counter the promotion problem, just make 1 BB, with 5 hp, promotable, and use 11 transports to attack it. It works the same way, more or less (no bombardment of the transports)
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:18
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quote: Originally posted by Cort Haus
I'm just having dinner (while watching a bit of Liverpool v Olympiakos), but I'll be back v. soon. |
Yeah, I was thinking the same thing, I urgently need to make some dinner, I'm starving. I'll be back in less than an hour
Actually, it is not that amazing, you know. I hesitated when the arts missed twice in a row, it looked like we would end with 8 or 9 hp on the BBs, and that would not make it possible for the transports. But then I thought: what else are those arties going to do? Even if we only can get a couple of the hps off those BBs, at least that makes it less likely that they will be going for hub 2. I'm glad I continued 
Once the BB were at 5 hp, it was a no brainer.
quote: Can we capitalise on it? | You bet we can! after dinner, I'm going to see how we can chain the maximum amount of units across, and that will be it for today, I guess. We've got to decide how to do it. I would very much like to try to keep Quanto, but I also very much would like to put one of those transports out in the sea, to serve as a backup hub 3. We still have 4 settlers on Stormia, and our current hub 3 is exposed to the Abilene blockade.
But at any rate, I think this means we can take out the FP. Huge advantage!!
DeepO
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