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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:28
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Does anyone know if we can 'invade' their unprotected cats? Never tried it, but if we can land a pike on top of their cats, thus capturing them, it would be great. I doubt it, but as said, I never tested this...
Other than that: a 0-turn walls in Inchon seems worth it, Inchoff should be seen as a diversion, and not something we want to spend ridiculous money on. We're doing fine (certainly after seeing ND has a total of 159 gold) moneywise, but we can't be foolish about our reserves.
Further: I wouldn't mind D-ville for the moment, we should instead focus on staffing Inchon, and using that force to attack their core. They won't have iron down there, so it should be relatively easy to take (certainly compared to D-ville). After we start damaging their core (and they will have more cats there, I'm sure), I wouldn't be surprised if they give up, and start doing dumb things because they know they've lost. With 1 city left, no team will want to stay in the game.
I'm mighty curious how Vox reacts to this internally, it's kind of obvious they weren't expecting this. Otherwise, they would have kept more troops within direct striking range of Inchon, and would have blocked Inchoff.
BTW, perfect timing on Inchon-off/SS expansion Certainly will give them something to think about 
Some speculation (more things to do, so still no Internet time today): Vox will try to recuperate part of their SS force by moving it out the way, prolly cursing that they didn't do it last time. But, with the barrage they got from our cats last time, they will not simply sit by, and wait for us to finally kill their force when it's down to 1 hp. The only exception is if they gamble, and start moving troops closer to Monsoon, hoping to spread our offensive forces.
Further, seeing 7 cats on SS6 let's them think there aren't many cats in reach to defend Monsoon (which is correct, BTW), so if they want to reach honor in this fight by attacking one of our cities (they haven't fired a single shot at any of our cities yet, which must be frustrating), they will do it next turn. They might try to take out the spears for Inchoff, which is another possible route for them, but they have to realize that Inchon is untouchable once a city is built. And right now, there aren't enough troops in the neighbourhood to attack us there. (with one possible exception, which I doubt it: they could have most their troops at Inchon 336)
Really, this is great stuff, certainly has put the fun back in war. I'm surprised both landings happened according to our best plans, I thought at least one site would have been blocked, and needed changing our plans mid turn.
BTW, instead of using our cats on D-ville, I would rather ship them over to Inchon, once they become available. D-ville is hard to take, and I would prefer waiting until we have dealt with both their core, and the SS stack. It might be predictable, but I doubt Vox is going to sit by with their D-ville defenders when we're marching thru their core.
Another BTW (today is a good BTW day ): can we have a galley chain going? we have enough galleys to make a straight 2-units per turn chain from inside Monsoon to Inhon, while making sure next turn our galleys are in the same position to do it again. The only advantage I see is that will mean none of our units are in transit, and can be offensively used the moment they arrive at Monsoon, so we don't lose units there. But, I'm not sure if that's enough of an advantage to bother... plus we would limit the amount of units that can be transferred in one turn...
DeepO
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Shiber
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Haifa, Israel
Jul 2002 time: 07:28
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quote: Originally posted by nbarclay
Vox cut their road 9 from Inchon (3-3 from Elipolis), which means any forces in Elipolis are going to be delayed trying to counterattack. |
I think that this is the most beautiful part about this turn. Don't you agree?
Regarding Vox's cats: actually, they could pose a problem... they could knock down our walls. When a cat bombards a walled town, the bombardments attack the walls first (odds are calculated according to the bombardment defense rate of the walls improvement, which I believe is 4, or rather 6, thanks to the hill bonus). So our walls might absorb two cat hits or three, but they can go down, and then we'd have spent 160 gold on absorbing two or three cat shots.
The comforting part is that Vox can either wait until they can assemble a force of a few pikes to defend their cats before they approach Inchon (they may have some already en route from the north so it actually might not take a while), or send the cats defended by mostly immortals and exposed to a counter-attack.
My hope is that they won't be expecting MedInfs (they'll never see them since they're on the galley that hasn't unloaded yet, and by the time we unload, Inchon will be set up and the number and types of troops inside the city will be unknown to them) and so they'd station their cats outside the city, attack, and with some luck our MedInfs will be able to capture their cats.
Man, that would be awesome! 3 free cats... :drool:
Last edited by Shiber on 03-06-2003 at 00:37
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:28
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well, my last post was a little disorganised, and it seemed I forget loads of half sentences... oh well...
As to cats from Vox: offensively, they don't pose much of a threat, certainly not once we get cats there for ourselves (which is why I think we need a couple of them soon, to answer a discussion of a few days ago I spotted about cats or medinfs in Tempest). Offensively, they can only advance into our territory one turn, and fire the next. This will give us the opportunity to attack them, so unless they'll come with lots of pike support (which is still somewhat of a risk before we get adequate offensive forces in Inchon), they won't do it.
Defensively, it's another picture, Vox wil certainly have cats, and will build more of them if their iron is disconnected permanently, to defend their core. With a couple of pikes, we are confined to slowmover attacks, and they know it (or should realize it anyway). So, the best possible defense against slowmovers is pikes and cats, we've demonstrated that to them quite painfully the past few turns.
Seeing as we had to cross the spines, attack a hill for Elipolis, or attack into mountains for their colony, they will anticipate mostly med infs, pikes, and cats. Which is why we should considerate to keep them off their feet, and go with a mostly horseman / WC force... might be more costly in terms of loss ratio, but we can certainly overwhelm them in numbers with cheap units, and they won't have anti-horse defenses in place. Might be worth considering for the immediate future...
DeepO
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