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DeepO is offline DeepO

Emperor
supporting Candle'Bre
Jan 2002
time: 06:16
  Old Post 28-12-2004 22:14
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Confirmed, they were in the blockade.

W is one possibility, and not a good one. S another.

DeepO

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 22:16
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If they moved S we can't catch them anyways.

We could use the 1/4 DD to bombard the 2/5 BB, then use it to clear a path to Hub2 (4888). The Hub2 CV then movves 2222 and we use that Fighter to Recon?

I think in any case we want to sink the BB and DD, but if there are exposed Transports heading our way they might be better targets for at least 1 of our 2/4 DDs. While Lego can't really hurt us if they land, we would lose workable tiles and quite a few units getting through those 24(?) Infantry.

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 22:29
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I don't know where the 1/4 BB came from, but my guess is that the attack happened near the former Quanto site.

The lightest square is where 1 TR could have gone to. The others should all have been in the darker white. (Darker white? :hmmm

DeepO

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Jan 2002
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  Old Post 28-12-2004 22:33
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quote:
Originally posted by Aeson
If they moved S we can't catch them anyways.

Not now at least. Next turn we could.

quote:
We could use the 1/4 DD to bombard the 2/5 BB, then use it to clear a path to Hub2 (4888). The Hub2 CV then movves 2222 and we use that Fighter to Recon?

If we bombard the 2/5 BB with the 1/4 DD, we could move it 21 and back again to hub 2. That should spot all the tiles we are most interested in.

quote:
I think in any case we want to sink the BB and DD, but if there are exposed Transports heading our way they might be better targets for at least 1 of our 2/4 DDs. While Lego can't really hurt us if they land, we would lose workable tiles and quite a few units getting through those 24(?) Infantry.

Agree. Only unprotected targets are worth it.

Amend that proposal of me to move the 1/4 DD 12, spot if the transports are there, attack if they are, return if not, and use the bombard on the 2/4 BB.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 22:34
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And a maximum of 22 inf, I think. 24 seats, 1 tank, 1 settler. we miss 20 infs in Abilene compared to last turn, but there might be some drafting involved. Otherwise, they simply took 2 arties.

DeepO

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:16
  Old Post 28-12-2004 22:38
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Don't forget we have a barracks in Abilene and could upgrade units there the next turn.

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 22:39
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yes. This is why we need a road to Abilene, so slaves to the rescue!

DeepO

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Jan 2002
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  Old Post 28-12-2004 22:40
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I'm going for some dinner, see you guys in an hour or so.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 22:43
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Actually, one last thing before getting some food: we could also use the 1/4 DD to scout first, and attack the 2/5 BB next. That would probably be the best... bombardment doesn't help a lot. And as it is already elite, it won't promote anyway.

DeepO

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:16
  Old Post 28-12-2004 23:10
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Would it also eat up one of the defensive bombardments with no chance for any damage from it?

DeepO is offline DeepO

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Jan 2002
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  Old Post 28-12-2004 23:49
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no, AFAIK defensive bombardments are saved: if it can't hit, it won't, but next time a ship attacked which can be hit it will be.

The other ship is a 1/4 BB, so in case we can knock 1 hp of the 2/5, the other one will show, and we should only be hit by defensive bombardment once.

DeepO

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  Old Post 29-12-2004 00:08
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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

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:11
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I suggest we keep the 3/4 and 2/4 tanks where they are right now, and move the 1/4s into Abilene. we need some more units in Abilene if we want to be sure to keep it in case of an attack, but I think the same applies for us as for Lego. We don't have the option to keep GoW from taking it if they want to, so let's not waste resources on that, and concentrate on points we can defend.

But as long as we have that barracks, we better use it.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 29-12-2004 00:13
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Good question. I don't know if an airfield counts as a trade route connection.

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:16
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As to the DD in Elipolis: I'd rather change it to a civil defense. Together with the forests, it should make it near impossible to take in one turn as long as it isn't bombed to shreds. As we all seem to agree that in a possible GoW attack, RP is our weakest spot, it would pay off, I think.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 29-12-2004 00:17
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Barbs can pop up and attack anywhere due to rails, so we need to cover every Artillery with a military unit.

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:18
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quote:
Originally posted by Aeson
Good question. I don't know if an airfield counts as a trade route connection.

It shouldn't... but you neve know in Civ.

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 29-12-2004 00:20
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quote:
Originally posted by Aeson
Barbs can pop up and attack anywhere due to rails, so we need to cover every Artillery with a military unit.

Aeson, I thought that barbs don't move in the first turn of popping? And, as they pop right before us, we can attack them before they've got a chance of attacking us?

Look at the barbs this turn: there were 2 of them, and they had ample opportunity to attack workers... they didn't move.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:21
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I'm going to move the 1/4 DD 12... at least we'll know what happens there.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:22
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movement continued
1/4 DD on Hub 3 moved 12. Spotted nothing. moved 98 to return to hub 3 with 1 mp left.

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 29-12-2004 00:23
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So... the transports we miss are in the South. Would they try to sneak near the Southpole to us, or rather go for ND instead?

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:24
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Okay. I'm going to attack the 2/5 BB, and afterwards the 1/4 BB, as mentioned above.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 29-12-2004 00:26
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I know in SP games they can move the turn the camp is created. I don't know what the targetting is like exactly, but they probably didn't move to attack anything because there wasn't any target within X tiles. I don't know if Artillery will count as a military presence to stop barb camps from spawning. If a camp shows up within 2 tiles of an undefended Artillery I think the Barb will attack it. That's what would happen in SP.

(IIRC barbs in PtW hav a 2 tile "sight" radius and they will attack or move towards any no-defense units in that range even if they don't have LOS with it. It might be 3 tiles though, not sure.)

DeepO is offline DeepO

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  Old Post 29-12-2004 00:28
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In that case, we can cover the arties with infs, just to be sure. We should have enough of them, even if we chain 8 back home.

I prefer the arties spread out, as it is another reason for GoW not to attack them. stacked arties are juicy targets.

DeepO

DeepO is offline DeepO

Emperor
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Jan 2002
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  Old Post 29-12-2004 00:31
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movement continued
- 1/4 DD attacks 2/5 BB Kloreepville. 1/4 DD sinks. Kloreepville 2/5.
- 1/5 DD attacks 2/5 BB Kloreepville. Kloreepville sinks. DD 1/5 (obviously)
- 2/4 DD attacks 1/4 BB Panama. Panama sinks. DD 1/4.

Good!
We still have one 2/4 DD left, which should take a hit before our transport is targetted. We might want to use it to scout for subs, though.

DeepO

DeepO is offline DeepO

Emperor
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  Old Post 29-12-2004 00:32
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battle report continued
- 1/4 DD attacks 2/5 BB Kloreepville. 1/4 DD sinks. Kloreepville 2/5.
- 1/5 DD attacks 2/5 BB Kloreepville. Kloreepville sinks. DD 1/5
- 2/4 DD attacks 1/4 BB Panama. Panama sinks. DD 1/4.

DeepO

DeepO is offline DeepO

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  Old Post 29-12-2004 00:32
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ship bombardment coming up.

DeepO

DeepO is offline DeepO

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Jan 2002
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  Old Post 29-12-2004 00:33
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BTW, we could use the 1/4 DD to scout for subs towards NI. It can't attack, but it can spot a sub. And ending its turn in NI, possibly healing next turn is not that bad.

DeepO

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:16
  Old Post 29-12-2004 00:34
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We can use the 1/5 to clear for subs to Hub2 still right?

DeepO is offline DeepO

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  Old Post 29-12-2004 00:40
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quote:
Originally posted by Aeson
We can use the 1/5 to clear for subs to Hub2 still right?

Yes, but in that case the 1/5 will end one tile short of Hub 2. That would make an easy target for subs, better to have the ships stacked.

DeepO

 
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