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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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VoX: I don't agree at all with MZ. No need to diplomatically push them, where currently we don't want to go in game. No threats, please! If Vox harbors Lego (by e.g. giving them a city), we attack Vox, no questions asked. Vox knows this, I'm sure.
Besides, Lego, coming down from the mightest empire (or at least that's how they still see themselves, they never were any modest about it, even if it was given to them by the RNG), to a settler, hiding in some other territory, or a 1-pop city, hidden in another territory? No way, they will not do that.
Further on the message:
Not attacking Jackson: sure, a possibility. We can understand that they don't want to lose all their troops, including those new arties. Let them build a city at Stanwix 9, and regain strength. With whatever is left of the attack, and some chained reinforcements, they will be ready for war again in 2 turns. It's just that in case they do want to attack a city, let it please be Jackson, and not Dye fields.
And his comment about Abilene: He seems to think we can easily take it. No way. This is going to be very bloody, and will take long. We need his artillery support, and our tanks to get this fortress down... this war is far from over. Lego can annoy us for a long time to come. Now, they only have a couple of points to defend, with a lot of defenders and a lot of our troops damaged or destroyed. This is a lot easier than trying to defend everything.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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As long as you can, you avoid drafting, of course. But in this case, knowing the risks, it would have been obvious. 2 conscript infs in every city, and we couldn't have reached Legopolis, let alone attack Fort Stanwix.
BTW, there was a bit more info in Vondrack's post.
- They did see our transports as attackers too. So, they did see their own transports as attackers... which must mean that so far, they were out of position or would have been used (over on ND's side, perhaps?)
- He quite vigourously denied we could take Abilene. Now... with the marines, and 8 extra chained tanks, I think we could have taken it. For us, it was always the loss being too high for even trying, not the outright impossibility.
This means, that I don't think Lego has a precise idea what was in our transports. Seeing their mistake regarding chaining, that makes sense. But still I don't understand what they thought last turn, when we landed 8 marines out of position, together with a transport near it... where they thinking that transport carried these marines from Stormia on itself, in 2 turns? It could be (it kind of looked that way, but if that was the case you would turn around, instead of landing troops just like that). Didn't they see we landed more MI, than that we could have had on the first turn of embarking?
- He thought 2 fighters "were in the neighbourhood". That sounds to me, like they have not found Hub 2 yet (also quite strange, as you stumble into it easily enough) He is right that both fighters could have attacked the stack, but it would have exposed one CV so badly, it wasn't even an option. I'm going to look over the screenshots again, and will make sure that all sea they can't spot, is covered with black blocks... we might be giving away more info than we actually think.
DeepO
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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quote: Originally posted by Cort Haus
If Gow knock them back to 3 cities, Lego can only sustain that army by going into anarchy. They'll lose pop to entertainers (no lux slider) and maybe dip below metro, and GoW bombers and our bombers if necessary can pound them to reduce further. |
What do you lose when you're running in the red, I thought it was 1 unit, and 1 building each turn.
Further, I don't think they will be running in the red just yet. I'm not sure, but I thought the last city you take, always has the biggest treasury. Every city beforehand gets a smaller percentage, leaving the last surviving cities more. We might need to check how much Lego has lost in gold from taking those 10 cities, but they could very well end with 200 gold in the kitty when all possible cities are taken. That's even enough to investigate NI, and still have enough to pay all units next turn.
DeepO
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Cort Haus
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London
Apr 2002 time: 05:17
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quote: Originally posted by DeepO
VoX: I don't agree at all with MZ. No need to diplomatically push them, where currently we don't want to go in game. No threats, please! If Vox harbors Lego (by e.g. giving them a city), we attack Vox, no questions asked. Vox knows this, I'm sure.
Besides, Lego, coming down from the mightest empire (or at least that's how they still see themselves, they never were any modest about it, even if it was given to them by the RNG), to a settler, hiding in some other territory, or a 1-pop city, hidden in another territory? No way, they will not do that.
Further on the message:
Not attacking Jackson: sure, a possibility. We can understand that they don't want to lose all their troops, including those new arties. Let them build a city at Stanwix 9, and regain strength. With whatever is left of the attack, and some chained reinforcements, they will be ready for war again in 2 turns. It's just that in case they do want to attack a city, let it please be Jackson, and not Dye fields.
And his comment about Abilene: He seems to think we can easily take it. No way. This is going to be very bloody, and will take long. We need his artillery support, and our tanks to get this fortress down... this war is far from over. Lego can annoy us for a long time to come. Now, they only have a couple of points to defend, with a lot of defenders and a lot of our troops damaged or destroyed. This is a lot easier than trying to defend everything.
DeepO |
Message sent to MZ.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:17
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quote: Originally posted by Cort Haus
If a support deficit means they only dribble away 1 unit per turn then we don't gain much from their bankrupcy. I was hoping their army would disappear into the night, but evidently not. At least we can stop their production. |
Well, I think I did see it mentioned here, during the Voxian conflict. nye was calculating something like that, if I'm not mistaken. At that time, we were thinking on outbuilding our income for one turn, as we were attacked overnight when our tech pace was still high, and we switched all and everything to units. But it never happened, as the gold inflow was just a bit better than upkeep, and we stayed alright.
In chieftain (which this game is set to to some bug in the first few turns, even if it shows regent when you open the save), I thought that you were even allowed to have one turn in the red, before any unit losses occur. Only the second turn, units start to disappear.
DeepO
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:17
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If we attack Abiliene with full arty support (only) from GoW, then we stand an excellent chance of churning out a leader or two. Our tanks will chew up those red-lined infantries!
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Cort Haus
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London
Apr 2002 time: 05:17
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quote:
Ok, replayed and written down. Curiously when I replayed it I got different - and better - results so I loaded it up again and then I got the initial results again, I guess I must have messed up something on that second try. The third try had the exact bombardment results as the first (which I had written down from the start) and Lego got a GL and we got through with 3 tanks remaining again.
Here's the full report, save is still open I haven't even built the city yet (12:50pm, must eat something... getting sleepy)
-----------------------------------------------
Battle of Fort Stanwix (Part III)
The following report will be given in stages since the order in which
our units attacked was extremely important so as to give us any decent
chance of succeeding. Therefore each part is written with the logic
behind every set of bombardments and attacks.
Part I
Fighter lure (and Jackson isolation) - Done by bombers which could not
have reached Stanwix to lure a Lego figher (unknown position) which
might later interfere with the bombing of Stanwix (secondary objective
to begin isolating Jackson in case Stanwix attack fails).
- Bomber bombs Jackson 9, improvement destroyed
- Bomber bombs Jackson 9, improvement destroyed
- Bomber bombs Jackson 8, failed
- Bomber bombs Jackson 8, improvement destroyed
Part II
Bombarment of Ft. Stanwix by Artillery and then Bombers. Will be done
until all 4/4 Infs are damaged and first 4/5 Inf appears.
- Artillery bombs 4/4 Inf, Inf down to 2/4
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, Inf down to 3/4
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, Inf down to 3/4
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, Inf down to 2/4
- Artillery bombs 4/4 Inf, Inf down to 3/4
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, Inf down to 2/4
- Artillery bombs 4/4 Inf, fails
- Artillery bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, shot down Fighter 2/3 (so much for luring...)
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, Inf down to 3/4
Part III
First 4/5 Infantry appears, attacks by GoW 2/4 Infantry begin to soak up
artillery bombardment and prevent promotion.
- 2/4 Infantry attacks 4/5 Inf, preliminary bombardment fails, defender
wins with 2/5
Part IV
First 3/4 Infantry appears, artillery bombardment continues.
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, Inf down to 2/4
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, Inf down to 2/4
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, fails
- Bomber bombs 4/4 Inf, Inf down to 2/4
- Fighter bombs 4/4 Inf, fails
Part V
Artillery and bombers run out. Attacks continue with 2/4 Infantries to
soak up Lego bombardments.
- 2/4 Infantry attacks 3/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 3/4
- 2/4 Infantry attacks 3/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 3/5
- 2/4 Infantry attacks 3/5 Inf, preliminary bombard knocks 1 HP,
defender wins with 1/5
- 2/4 Infantry attacks 4/5 Tank, preliminary bombard knocks 1 HP,
defender wins with 3/5
- 2/4 Infantry attacks 4/5 Tank, preliminary bombard fails, defender
wins with 3/5
- 2/4 Infantry attacks 4/5 Tank, preliminary bombard fails, defender
wins with 2/5
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 3/5
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 3/5
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
attacker wins with 1/4 (-1 Inf)
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 1/4
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 2/4
- 2/4 Infantry attacks 2/4 Inf, preliminary bombard knocks 1 HP,
defender wins with 3/5
Part VI
All Lego bombardments are soaked up, attack begins with 4/4 Marines
- 4/4 Marine attacks 3/5 Inf, attacker wins with 2/4 (-2 Inf)
- 4/4 Marine attacks 2/4 Inf, defender wins with 2/4
- 4/4 Marine attacks 2/4 Inf, defender wins with 1/4
- 4/4 Marine attacks 2/4 Inf, attacker wins with 2/4 (-3 Inf)
- 4/4 Marine attacks 2/4 Inf, attacker wins with 2/4 (-4 Inf)
- 4/4 Marine attacks 2/4 Inf, attacker wins with 2/4 (-5 Inf)
- 4/4 Marine attacks 2/4 Inf, attacker wins with 3/4 (-6 Inf)
- 4/4 Marine attacks 2/4 Inf, attacker wins with 1/4 (-7 Inf)
- 4/4 Marine attacks 2/4 Inf, attacker wins with 4/4 (-8 Inf)
- 4/4 Marine attacks 2/5 Inf, attacker wins with 2/4 (-9 Inf)
- 4/4 Marine attacks 2/5 Inf, attacker wins with 4/4 (-10 Inf)
- 4/4 Marine attacks 3/4 Tank, defender wins with 3/5
- 4/4 Marine attacks 3/5 Tank, defender wins with 2/5
- 4/4 Marine attacks 3/5 Tank, attacker wins with 2/4 (-1 Tank)
- 4/4 Marine attacks 3/5 Tank, attacker wins with 3/5 (-2 Tank)
- 4/4 Marine attacks 3/5 Tank, defender wins with 1/5
- 4/4 Marine attacks 2/4 Tank, attacker wins with 2/4 (-3 Tank)
- 4/4 Marine attacks 2/5 Tank, defender wins with 2/5
- 4/4 Marine attacks 2/4 Tank, attacker wins with 3/4 (-4 Tank)
- 4/4 Marine attacks 2/5 Tank, attacker wins with 4/5 (-5 Tank)
- 4/4 Marine attacks 2/5 Tank, attacker wins with 2/4 (-6 Tank)
- 4/4 Marine attacks 2/5 Tank, attacker wins with 2/4 (-7 Tank)
- 4/4 Marine attacks 2/5 Tank, attacker wins with 3/5 (-8 Tank)
- 4/4 Marine attacks 2/5 Tank, attacker wins with 2/4 (-9 Tank)
Part VII
First 3/3 Cavalry appears, attack begins with remaining 2/4 Infs
- 2/4 Infantry attacks 4/4 Cavalry, attacker wins with 2/5 (-1 Cav)
- 2/4 Infantry attacks 4/4 Cavalry, attacker wins with 1/4 (-2 Cav)
- 2/4 Infantry attacks 4/4 Cavalry, attacker wins with 1/4 (-3 Cav)
Part VIII
First 1/4 Inf appears, attack resumes with 4HP Marines first, then 3HP
Marines, and finally with Tanks (most HP first)
- 4/4 Marine attacks 1/4 Inf, attacker wins with 1/4 (-11 Inf)
- 4/4 Marine attacks 1/4 Inf, attacker wins with 4/4 (-12 Inf)
- 3/3 Marine attacks 1/4 Inf, attacker wins with 2/3 (-13 Inf)
- 3/3 Marine attacks 1/4 Inf, attacker wins with 3/4 (-14 Inf)
- 3/5 Marine attacks 1/4 Tank, attacker wins with 2/5 (-10 Tank)
- 3/4 Tank attacks 1/4 Tank, attacker wins with 1/4 (-11 Tank)
- 2/4 Tank attacks 1/5 Tank, defender wins with 1/5
- 1/4 Tank attacks 1/5 Tank, attacker wins with 2/5 (-12 Tank)
14 Infantry, 12 Tanks, 3 Cavs destroyed, 29 Artilleries captured, 1
Great Leader hung by the balls and shot. Ft. Stanwix destroyed.
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