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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:16
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okay, the plan for the next couple of moves.
1. move 1/4 DD 12.
2a. If it spots the transports, we discuss further, but most likely this means we will hit them with whatever we'll have on hand. They won't be undefended, though, there are 3 DDs covering (or at least there should be)
2b. in case it doesn't spot anything, return to original position (98), and attack the 2/5 BB.
3. if the elite is still on top, use the 1/5 DD to attack. Otherwise, use the 2/4 DD on the 1/4 BB.
4. continue with the last 2/4.
Hopefully, we will get the ships.
next moves: use the 5 arties on the ships next to our coast.
- focus on the CV first. Spread the arties around, not leaving them on one tile.
- next, it depends on how many are left. if we still have 2 or more, take the Northernmost IR. It can only be reached from 1 land tile. Otherwise, go for the Southernmost IR. We could hit the BB as well, but let GoW deal with that one, it is the farthest ship from our coast. Not our problem.
- then, some worker actions.
- RR to NI looks unavoidable.
- move 2 slaves to create a road to Abilene too.
- last, use one for a radar tower
Come to think about this... scrap that last order. We would better use normal workers and not slaves for this. Slaves don't require upkeep. And a radar tower won't help us against GoW anyway, as they would pass it before attacking our units. So, better wait until we can chain some units to Lego instead (could already happen next turn: us chaining 4 workers and 4 settlers over, or something close).
The rest of the workers can create a fortress, or move to create roads next turn. 1 of them I would put on the rubber resource, together with a couple of MI. In case of trouble, that is an instant rubber colony.
question
If we were to create an airfield, does that count as an airport for trades? In that case, we don't need to construct harbors or airports, we just need to keep one worker handy which could become an airfield!
DeepO
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