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DeepO is offline DeepO

Emperor
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Jan 2002
time: 06:16
  Old Post 28-12-2004 20:08
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quote:
Originally posted by Aeson
Hurricane might be a good spot to build a Sub this turn. We could use one down there near the chain.

it would be lossy, though. A DD doesn't cost us anything, only some worker action and possibly a few wf shifts with EotS.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 20:09
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I'm trying to recreate your ZOC stuff and it's not working. I have to run around that Tank about 15 times to get 3 HPs taken off...

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 20:12
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Oh, I see. I thought EotS was at 102spt for a 2 turn Airport build, but doesn't need all those shields to finish it off. (Once the Airport is built 1 turn Bombers would be nice though!) DD is definitely better in Hurricane.

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Jan 2002
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  Old Post 28-12-2004 20:14
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This is exaclty what I did: when I said I used 2 marines to load the transports, I took the ones closest by, This should leave the 3 up North as the only ones not moved.

When I then used the other ones, I took the Southernmost, moved it to the next one, and moved both of them using Ctr+J. When arrived at the Northern most with the stack of 3 units, I moved all of them with Ctrl+J towards NI.

That's when it happened. They then pass the 1/3 tank twice.

Apart from that, I moved none of the workers or explorers, execpt the one on the former Tiperrary site.

If it doesn't work, we can't reload

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 20:18
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quote:
Originally posted by Aeson
Oh, I see. I thought EotS was at 102spt for a 2 turn Airport build, but doesn't need all those shields to finish it off. (Once the Airport is built 1 turn Bombers would be nice though!) DD is definitely better in Hurricane.

Don't forget those builds are buggy. I didn't correct the cities where we get extra shields where we weren't supposed to get them (EotS is such a case, an airport shouldn't get a bonus), however I kind of looked that we weren't gaining turns either. I don't want to be called cheating, even if we can't help it.

EotS can build without mob, an airport in 2 turns. And still have enough shields to give to Hurricane for a DD. The 40 shields we seem to lose, are actually there as a result of the bug.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 20:19
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Oh, and we only need it for 1 turn... we can still mine a plain in Hurricane, and run a deficit for several turns. Plus, WLTKD might give us the 1 spt we need.

So EotS gets back to 1-turn bombers in Mob, 1-turn fighters without mob. Same with Tempest.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 20:31
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I think it's working. I got everything the same except our first Marine which won it's fight won with 2/4 for me instead of 1/4. Everything else is the same.

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 20:48
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That might also be a typo on my part... I copy one line, and adapt that after every result. But when it's 4 am, you tend to miss some of those.

So, we can replay. Good.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 20:49
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BTW, we do want that WoC sub to come to Inchoff, right? Otherwise there is little need for reloading

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 20:51
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I'm fine with the Sub going the way it did. If Lego has another Sub up N and tries to take a shot at RP's boats next turn we'd be in position to counterattack. Need to make sure RP takes their Transports the right way though.

DeepO is offline DeepO

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  Old Post 28-12-2004 20:53
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RP hasn't responded yet, but normally the nina should have been at Hurricane 96. A sub nearby makes it dangerous for our transports to go from hub 1 to Hurricane... Maybe we should consider to move that DD down, instead of up. Although I do agree we need a DD to hunt for subs up North.

DeepO

DeepO is offline DeepO

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  Old Post 28-12-2004 20:56
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RP should move their boats into SA asap. Our coast can't be landed upon without marines, but they are wide open.

And yes, that sub might be well positioned if they decide to attack near RP. I don't think they will, though. If there are boats heading for RP, they will be much closer to Vox. I guess that they should have spotted our chain by now, which makes it target #1.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
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  Old Post 28-12-2004 20:59
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Ok. How about we build the 1 turn DD in WoC and send the other S?

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 21:00
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Okay, if we're going to leave the sub as is, maybe we can progress with the save.

plan:
1. spies
2. explorer into Vox
3. leader generation if possible. If we don't go for the N stack, we can bombard the tanks to 1/4 before attacking.

these can be done right now, no need to wait until it's deep into the night again

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 21:02
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Ok.

4. Kill the Lego 2/5 BB and 1/4 DD.

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 21:04
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quote:
Originally posted by Aeson
Ok. How about we build the 1 turn DD in WoC and send the other S?

I would send the other S no matter what happens in WoC. As to the 1 turn DD in WoC... we can build a BB, I think. If we face an invasion, they are at least 3 turns off. That means it's ideal to build a BB, and move it into position. Building a DD would give us more manouvring(sp? ) space... but also take into account Blizzard: a DD will build there in 2 turns. This is also ideal to counter any RP ideas Lego might have.

DeepO

DeepO is offline DeepO

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  Old Post 28-12-2004 21:05
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quote:
Originally posted by Aeson
Ok.

4. Kill the Lego 2/5 BB and 1/4 DD.

Yes, these are also give aways. However, I doubt a bit on whether we want to move our 3/4 CV from NI first, and possibly use the fighter to bombard, or not.

I'll start on the 3 others.

DeepO

DeepO is offline DeepO

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  Old Post 28-12-2004 21:06
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so to be certain this is not missed:
movement continued
- sub from WoC moves to Eli 66 (by accident, but it happened nonetheless)

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 21:07
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I was thinking the DD would go out to hunt subs. We can send out 2 Subs 3 tiles apart from each other, with the DD in the middle to kill any spotted Subs.

I wouldn't take a BB out to do that. Too much cost to put into a lone ship and not as much range.

DeepO is offline DeepO

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  Old Post 28-12-2004 21:09
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movement continued
- try to plant a spy in ND. 129 g. unsuccesful
- try to plant a spy in Vox. 102 g. success!

(it would have been better the other way around, but oh well...)
Vox troops:
- 1 settler
- 15 inf
- 13 art
- 4 caravel
- 1 IR
- 4 DD
- 3 BB
- 3 bomber
- 1 immortal (elite?)

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 21:11
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The Fighter in NI can bomb from NI. The CV on Hub 2 could move 2 tiles so it's Fighter can bombard. (would require to clear with DD)

The Fighters have 2 bombard. I think we'd be better better off sending them back home to play air superiority or trying to recon Lego's ships with them.

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 21:12
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quote:
Originally posted by Aeson
I was thinking the DD would go out to hunt subs. We can send out 2 Subs 3 tiles apart from each other, with the DD in the middle to kill any spotted Subs.

Problem is that one of those subs now is near RP. We could shortrush a sub in Blizzard next turn (cost: 120 g, or a marine)

quote:
I wouldn't take a BB out to do that. Too much cost to put into a lone ship and not as much range.

cost is correct, a BB on its own is not that good. Even if there is little to fear from Lego on the North. You never know if they get lucky with those 5 subs they've got left. Range I don't get, though. A DD and a BB have the same range, the BB even a bit farther as it can bombard 2 tiles away.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 21:14
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quote:
Originally posted by Aeson
The Fighter in NI can bomb from NI. The CV on Hub 2 could move 2 tiles so it's Fighter can bombard. (would require to clear with DD)

The Fighters have 2 bombard. I think we'd be better better off sending them back home to play air superiority or trying to recon Lego's ships with them.

we could use the figher in NI to recon, to make sure we know where the S group is, and with how many ships they are coming. I agree the bombardment is practically useless.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 21:15
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It's early. I was thinking DD's have 1 more movement than BB's.

DeepO is offline DeepO

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  Old Post 28-12-2004 21:15
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BTW, Vox has a CIA in their capital

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 21:16
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quote:
Originally posted by DeepO
we could use the figher in NI to recon, to make sure we know where the S group is, and with how many ships they are coming.


DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 28-12-2004 21:18
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movement continued
- explorer moves to coal in Vox. There is a inf at 7, so I move him 87. We spot the transports!

4 transports sighted at Panama Vox 47.
LNT=TR, LNT-ID, LNT-CA(vet), LNT-CG.

DeepO

Cort Haus is offline Cort Haus
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London
Apr 2002
time: 05:16
  Old Post 28-12-2004 21:18
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edit - xpost, forget it!

- would the fighter see them if they headest east toward ND?

DeepO is offline DeepO

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  Old Post 28-12-2004 21:19
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quote:
Originally posted by Aeson
It's early. I was thinking DD's have 1 more movement than BB's.

I know that feeling

DeepO

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:16
  Old Post 28-12-2004 21:21
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quote:

4 transports sighted at Panama Vox 47.
LNT=TR, LNT-ID, LNT-CA(vet), LNT-CG.


Correct me if I'm wrong, but you have only posted the names of three transports...

 
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