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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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I have a suggestion for what I call Operation Road Grab:
(1) Move the medieval infantry and both healed elite WCs from Tempest into Arashi.
(2) Short rush a new medieval infantry in Arashi.
(3) Move the newly healed WC from Sandstorm and a regular WC from Arashi into Tempest. (Edit: Corrected)
That gives us four fortified pikes, two healthy vet WCs, and a wounded (1/4) vet WC to defend Tempest, making it theoretically possible but statistically essentially impossible for Vox to take the city if they pick it as their target. More importantly, it gives us three cats, three vet medieval infantry, and three regular medieval infantry to go after Vox's road with next turn. If all goes well, instead of Vox having a road into our territory, they'll find Gathering Storm pikes and whatever medieval infantry we have left over after the attack sitting right outside Dissidentville (and maybe even some elite WCs besides, depending on what risks we're willing to take).
The down sides are (1) we'd probably have to give Vox a theoretical possibility of taking Tempest or Arashi if they get lucky (or at least of clobbering some elite WCs) after we've moved forces to threaten Dissidentville, (2) we couldn't use medieval infantry from Tempest to help if Vox moves against Sandstorm, and (3) we could get hurt badly if the RNG turns against us and the operation fails in spite of the odds in our favor. But if we can take Dissidentville in a lightning stroke, Vox's iron supply will follow quickly.
Nathan
Last edited by nbarclay on 30-04-2003 at 23:43
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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Nathan-
Can you email the save?
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:27
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The road finishes next turn, assuming that's what they're working on. They currently have a vet spear, a vet immortal, and a regular spear defending it.
Note that if the cats move 8-7 before attacking, Vox won't get a chance to attack the cats unless we lose the battle for the road. We could get in some serious trouble if our attempt to take the road fails, or if we don't move in enough forces to hold it, though.
The big danger to waiting to attack the road is that Vox might pillage it if they decide their offensive hopes are doomed. We could wait and give Vox a turn to move in reinforcements over the road, but that could work either for us or against us: it works for us if they attempt to attack Arashi or Monsoon directly, but against us if they move to Sandstorm 8-9 (since troops there would threaten our cats even if we win).
Taking that road would be wonderful because it would open the way for WCs to attack Dissidentville without having to go the long way around. The question is, is it worth the risks and, if so, which turn do we want to strike on?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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quote: Originally posted by notyoueither
What about the need to maintain a force capable of winning if all 12 (is it?) Immortals break onto the plains to go for SS? My memory of the map tells me that any med inf in Arashi could not act against them.
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True, there is no way for a slowmover to hit the stack if it crosses the river.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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quote: Originally posted by nbarclay
Any objectins to my including Trip on the list of people to forward saves to?
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I don't object. He could already see pretty much what we are about by using the load cheat anyway, better to give him completely accurate information
quote: Originally posted by nbarclay
What if we plan, unless Vox does something to change our minds, to redeploy next turn and make our grab for the road the turn after? |
sounds like a good idea.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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I would be very hesitant, even at this point, to switch something away from unit building. The RNG could turn against us at any time and we could see the opposite of today's catapaults.
As far as the western galley, we could park it near D'ville to track the movements of units and guard against further GoW galleys while waiting for another galley or two for Inchon.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:27
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We have a fair number of workers right now, yes? How many, exactly? 5 or 6 at least, right?
As for settlers, Aeson, I agree. We're going to need some.
However, if we do operation Inchon, we only need one in the near future. If we march on Dissville like nathan wants to (in conjunction with the Inchon op - hey, nathan's plan would probably turn Inchon into even more of a surprise) and they burn it, so be it. We can camp out on the northernmost mountain with our pikes & cats and be reasonably safe. Once we have Inchon set up, we can advance again. We could build a new city later.
-Arrian
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