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notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:30
  Old Post 16-08-2003 09:09
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Well, we are in a spot, are we not? The question is... what are we gonna do about it?

We can sit on our hands between turns and wait for the next moves by ND and GoW, then react to them. That has not worked so well so far. Or, we could come up with a plan on how we are going to salvage this situation. I favour doing something by coming up with a plan. So here goes.

In this thread, please, let us not bog down on reaction to the last turn. We need a bigger plan than that. The plan we need consists of several parts.

A. Defend what is left of Spain.

B. Take the fight to the enemy.

C. Prepare for eventualities.

I think we should begin by planning for the defense of Spain and our beachhead. That is what I will start with. Taking the fight to the enemy is another topic. We can start that soon. Preparing for eventualities will come in here and there. They are the wtf factors. The more of them we can consider in advance, the better.

Now, let's pick our chins up and get busy, we have some work to do.

notyoueither is offline notyoueither
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  Old Post 16-08-2003 09:24
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The large blue dot at NM 1 1 is the site for a fortress. Small town with walls.

The blues dots are observation posts. 1 pike at P 3 3, and 2 or more pikes at Barca 4. There is an additional OP NE of NM to provide warning of encroachment from that direction.

The red line is Death Valley. The OPs are there to provide us with warning if riders and or ansars begin moving up the valley to threaten NM and Sirocco.

We would have RP switch Barca to walls, complete them, and give us the city. We give NM back to Spain. I would like to see Spain with Toledo as well, although we will want to leave 4 pikes in the area to be able to take over defense of that city should the need arise.

Forces required are 4+ pikes for OPs (2+ at Barca 4). 4 pikes in Barca. 2 pikes in the fortress at NM 1 1. 4 pikes near Toledo. 14 pikes.

The idea is to free up our forces to be able to range farther afield, and to provide us time to redeploy those forces and to use arriving reinforcements to defend and counter attack GoW/ND if and when they threaten from the South.

Ideally, we build roads at Barca 8 7 and P 6 3 3 to give routes for knights and mi's to reach riders before they can crash the gates of the fortress at NM 1 1. Road tiles are red dots.

Last edited by notyoueither on 16-08-2003 at 09:31

notyoueither is offline notyoueither
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  Old Post 16-08-2003 09:36
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Also, we need some workers over here pronto. 6 would be preferred. 3 for 1 turn roads on hills, and more to get the mountain tiles reroaded fast. A fortress at Barca 4 would be good too, but can wait a bit.

Shiber is offline Shiber
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Jul 2002
time: 07:30
  Old Post 16-08-2003 13:20
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Shall I prioritize loading pikes and workers next turn?
Also - which workers shall we send first? (I assume the ones that were working on rebuilding the road to the horses would make a good start).

OPD is offline OPD
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Jun 2002
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  Old Post 17-08-2003 00:12
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I don't see myself as a military tactician at all but if I were GoW and ND I'd set up a combined offensive against Pamp, they can attack from the NW with 3 move units easily and they can just sit back and build up troops 3 tiles away behind the river with pretty much nothing we can do about it.

If we want to overcome this we need to focus on our strengths, change the game so that it suits us. We cannot challenge production wise (unless we get RP into a GA and gift them all our cities :rolleyes so where is our advantage? I don't really know not having looked at the save for a while are we ahead in tech? Our super galleys, and sheers number give us the advantage.
How long will it be untill we get Gunpowder and MilTrad?

Shiber is offline Shiber
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  Old Post 17-08-2003 00:30
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Military Tradition is waaaaay ahead of us, but Gunpowder is within reach. Problem is, we're gonna have to pay first researcher costs for both Invention and Gunpowder.
I don't think that we need to head this way (though Lego might agree to our proposal to research Invention instead of Banking, and then we will). Besides, we are already strong enough on the defense (GW). Somehow, we have to disrupt the plans that GoW and ND must be making to converge on Pamplona.

asleepathewheel is offline asleepathewheel
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  Old Post 17-08-2003 01:23
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time for a counter attack on the GoW homeland?

OPD is offline OPD
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  Old Post 17-08-2003 01:48
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quote:
Originally posted by asleepathewheel
time for a counter attack on the GoW homeland?


If we were to upgrade those WC's we could have some knights on the tile next to port isolation real!! soon.

notyoueither is offline notyoueither
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  Old Post 17-08-2003 01:54
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I think going at either ND in Spain, or GoW in the North is in the cards. However, in the meantime we will have to hold off 9 Riders and later ND in the south.

The diagram above is a longer range plan for how to secure this area.

zeit is offline zeit
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Sep 2002
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  Old Post 17-08-2003 15:03
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Let me also suggest we first deal with GoW's presence in and around S, before we counter attack against ND's conquered area. GoW can't bring reinforcements, but their 8-9 riders are a (rather large) thorn in our side. Unless ND and GoW attack with enormous luck I'd say we have the forces in place to destroy them and retake the area in about 5 turns- lets plan for it.

Theseus is offline Theseus

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Apr 2002
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  Old Post 17-08-2003 21:52
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Here is what I envision:

I think that both ND and GoW are overcommitted and undermanned. Yes, they both have the awesome advantage of 3-move attack units... but they have themselves created the situation that will be their undoing.

Think of where there strength is: to the northwest. By extending so far into RP's lands, they have created an arc around the RP/GS core. That arc is the key... that is where we will force both to waste their 3-moves.

Give NM back to RP. We keep Toledo... both of our teams need a forward city to heal troops.

We jointly turtle. Perhaps that is the wrong image; we create a FORTRESS, we control the key defense points, we force ND and GoW into kill zones of our design. We LASH OUT at them as they futily try to control the non-productive territory that they so foolishly think they have won.

Keep enough of a mobile threat in the west and south that they are forced to continue to commit resources there, and waste their 3-moves on that distance. But no set piece battles until they are drained, and until we are able to use our production advantage to bring massive troops in for the kill, at a place and time of our own choosing.

We are Russia in the 50s and 60s of the real world. We will use space, the arc, the space that they have 'won', to our advantage. And then, as NATO used to say, we will roll over them... when quantity has a quality all its own.

Specifics to follow.

Theseus is offline Theseus

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Apr 2002
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  Old Post 18-08-2003 01:05
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While responding to nye's move suggestions in the turn thread, I think we are generally on the same page...

In general, we and RP need to stake down the borders of the fortress territory, and maintain several mobile strike forces to threaten, defend, and chip away at loose units.

Velociryx is offline Velociryx
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  Old Post 19-08-2003 04:14 Visit Velociryx's homepage!
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Tuning in late here...got Master Theseus' message this morning, but either 'poly was down most of the morning and into the afternoon, or our gateway at work was blocking my access to the site....What do we have, exactly? I mean, in terms of us/allied forces, what do we have to work with in the region? What do we know with absolute certainty that we're facing?

I don't see the three move units as being terribly much of an advantage if we opt for an essentially defensive posture and use the prevailing terrain and road network wisely....can nullify most of that advantage with our own two move units (which are twice as good as their three move boys if we've got--or can get--good roads.

-=Vel=-

Theseus is offline Theseus

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  Old Post 19-08-2003 04:46
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Roads and key defensive points being the issue.

Combat engineers... everybody remember the US Navy Seabees?

As great as the Vox defense was, I can see our Bobian adventures going down as LEGEND!

Velociryx is offline Velociryx
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  Old Post 19-08-2003 05:38 Visit Velociryx's homepage!
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The way I see it is this:

The situation we currently find ourselves in is strongly similar to the situation we found ourselves in, during the last war.

On Bob, we are outgunned, and out-maneuvered at present.

And, just like that last war, we've got 100% of our native productive capability (back on the home continent) to help us weather the storm.

The techs have changed, but the game remains largely the same, and what will win us this war is a fallback to the fundamentals.

We have to be committed to making the sacrifices necessary.

That means getting workers onto the beachhead property, battoning down the hatches, and staking a strong claim to what's ours and what's gonna stay ours, and building out from lthere like an irresistable hurricane.

It means mapping out (per NYE's screenie above), some turf and honestly assessing what, and where specifically we're gonna do to keep it.

It means keeping every boat we have in the water righteously busy ferrying more guys across the pond to keep on bolstering our strength, and when we're ready, it means knocking the p*ss out of our enemies....one at a time (whomever it's most convenient/easiest to strike at, we naile them to the freakin' wall while holding against the other side.

Once we bring about one side's swift destruction (which should be easy with an ally in tow), then we'll be poised to end the matter decisively.

The trick to countering Lego's involvement is to ensure that our ally grows as we grow on Bob....so that if Lego jumps in, it merely evens things back out to a 2:2 fight (and if we focus all efforts on one unfortunate civ, that's exactly what it'd be).

-=Vel=-

Arrian is offline Arrian
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Jul 2001
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  Old Post 19-08-2003 19:52
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We're gonna need a lot of pikemen.

I think we may also wish to ponder the usefulness of Med Inf vis-a-vis Knights. Same attack value, 4/7th the cost. They are basically good cheap counterattackers (from which Riders/Ansars can retreat). Bombard with cats, hit with Meds, finish with Knights. The Meds will be good for chewing through pikes protecting invasion stacks.

Can someone with access to the save have a look at the shields/turn of each of our major cities and figure out how many turns it takes each of those cities to build 1) pikemen, 2) med infs, and 3) knights?

I have a sneaking suspicion that it might be best to pretty much stop building Knights, at least for the time being.

We also need to consider whether or not we ought to cut our own iron so we can build WCs/Horsies for upgrade. If we do want to do that, we'd better have a good plan for exactly how long it will remain cut, and synchronize production (probably with the use of some rushing and some prebuilds) such that once the iron is cut, a bunch of cities switch to WCs/Horsies. Then, via shortrushing and whatnot, have them all complete within a turn or two of each other, and have the iron hooked back up the following turn. That would require some serious planning. Incidentally, we could also consider the use of warriors -> med inf upgrades. Expensive, but we could get a lot of med infs that way.

Also, if perchance we get another leader (not that it's much of a probability. AFAIK, we don't even have any elite units over on Bob, excepting 1 pikeman), I think Leo's becomes a huge priority. Of course we'd rather have a palace move, but we've gotta be able to win the war in order to protect that, and winning the war is very much in doubt. With Leo's, though, using iron cutting/upgrading could be a war-winner.

Oh, yeah, research... We should inquire as to the possibility of getting Invention from Vox or Lego. If we can't, we should wait until it's gone around and then crank our research up to get it ASAP.

-Arrian

Velociryx is offline Velociryx
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  Old Post 19-08-2003 20:29 Visit Velociryx's homepage!
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I agree with Arrian's assessment re: Pikes especially, and Med Infs as cheap attackers.

We've got the biggest economy on the planet, and even if our ally doesn't have much to contribute, the fact is, we can keep pace with our enemies, production-wise (given that we entered the war with a bigger military, especially).

So let's focus on the fundamentals. Pikes for defense and a lot of them. Med Infs to act as shock troops and weaken/drive off the enemy fast movers, with what knights we have sent in to finish off the weakened and retreated enemy horse troops.

As to winning the war....it is already won. We have a foot hold on their continent. The only question that remains is how much can we extend/expand that foothold. If we play our cards right, we can expand it quite a lot!

-=Vel=-

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  Old Post 19-08-2003 20:33 Visit Velociryx's homepage!
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We should, however, begin making serious plans to see to the eventual elimination of one of the two civs we face. It does us no good to attack them both in concert. They'll come to us in that regard, so our focus should be on forming an impenatrable defense against the best they can collectively throw at us, while actively plotting one civ's demise (whichever one it's easiest to hit in force, with a combination of landed troops via our navy, and our growing collection of assets on Bob. Once we secure the beach head, the next "load" of troops can be used in an "Inchon" type landing to begin our attack, but...that's a ways down the road. First, we build up the beach head and secure our foothold, then rescue what cities we can of our allies, then hit hard.

-=Vel=-

Arrian is offline Arrian
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  Old Post 19-08-2003 20:38
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Regarding our economy... I think some of the data might be a tad misleading, in that we have a bunch of totally corrupt cities (and AFAIK, the econ data on F11 doesn't take corruption/waste into account) in North Stormia and on Bob. We outproduce either one of our opponents, but without much RP production capacity, I believe that ND+GoW together can match or exceed us.

Having said that, it doesn't change our basic approach: fundamentals. Pikes & Med Infs for now. Lots of them.

-Arrian

Theseus is offline Theseus

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  Old Post 19-08-2003 20:41
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And Workers... if NM1 is to be the focal point of a radial defense, our military road network needs to be superb.

Arrian is offline Arrian
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  Old Post 19-08-2003 20:45
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Yeah, we need 6 workers over on Bob... at least.

I think we can safely stop building galleys, btw.

One of the reasons I want a bunch more pikes is for worker protection. It's hard to cover your cities, your workers, and strategic terrain (like Toledo 2) all at once when facing 3-move opponents.

-Arrian

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  Old Post 19-08-2003 20:55
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The only problem I have with the plan as outlined above is that it makes the South of what we currently hold on Bob as something to trap forces in (and defend while doing it), while we attack up North.... I would rather see a similar plan for the other side, and focus on either getting the ND - former RP cities back, or taking back the South first, and defend that. We need to get some territory back for RP, so they can be of a bigger help to us, we can't face 2 GA opponents alone (well, we can probably defend against them, but not take them out comfortably).

Actually, perhaps it's best to go after ND, while defending from returning riders. If we can take control of Zara, and keep it this time, we should make it a lot easier to have a forward beachhead into ND's territory. If everyone suspects we go after the South next, we might be able to surprise them again... and for the moment, ND and GoW homecountry is not so well defended, given their strength compared to RP. We still haven't lost a lot of troops yet, while the rest has been hurting.

The only real disadvantage I see to this tactic is that right now, most of the riders are damaged. By leaving them alone for a couple of turns, they are given the opportunity to heal. Which makes them harder to kill, of course.

DeepO

Theseus is offline Theseus

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  Old Post 19-08-2003 21:06
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DeepO, that is it exactly, though... imagine, when we are ready to counter-attack, driving straight across to Bob's west coast, and then re-taking the south. F*cking glorious, that's what that is.

Velociryx is offline Velociryx
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Yes...we absolutely need to get our ally back into this fight, and quickly! Even with all our production advantages, the fact is, we've got two civs in their GA against us, every city we take back from the bad guys and give to our ally, is one less GA city for the enemy. That needs to happen, despite the difficulty it may present (fortunately for us, they haven't started to wholesale burn them down....yet).

If we can easily reach wounded troops, then by all means, we should gun for them, but this should not be a priority IF it means exposing our own forces for dangerous periods of time.

The wounded will heal if left alone, yes, but the time they spend doing that = time for us to build more pikes and med infs, such that when they strike again, we're even stronger.

Their GA's will end, and when they do, it will rob them of a significant portion of the production they're seeing right now. All we gotta do is weather that storm and gain steady ground for our ally to keep them in the game and make them a viable partner (even if they can do little more than hold the line while we do the heavy lifting, hey....it's that much!).

Three things we need to do then are:
1) Get our ally back into the game as a serious junior partner.
2) Defend what's ours and what's his (our ally)
3) HURT our enemy. Let them come to us for now (once we have staked out a perimeter), and when he comes, nail them to the friggin' wall. ONE SINGLE well-won battle can irreparably damage their morale and will to fight, so let's hand them their arses.

-=Vel=-

Arrian is offline Arrian
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  Old Post 19-08-2003 21:25
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We need to get a serious move on building up our perimeter, guys. They can strike fast and hard.

Pikes, pikes, pikes. We need to get them up on the highground to force ND/GoW to either attack at odds that favor us, or stay out on the flats.

I haven't really reviewed it, but I'm sure NYE's plan is solid. But implementing it is easier said than done. We need to get moving on that ASAP. Let's get a few pikes out on the key hills/mountains and get 'em fortified. Then let's get the workers & more pikes over to Bob.

Production should be pikes/med infs. In cities that produce less than 14 shields/turn, I'd say pikes. More than that (which is what, 2-3 cities?), med infs.

-Arrian

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Amen, Arrian! Let's swamp them with Pikes.....same defense, much cheaper than their troops....we'll defend them to death for the moment, and then start getting evil....

-=Vel=-

zeit is offline zeit
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  Old Post 19-08-2003 22:08
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We can't just defend right now- time doesn't work for us, which is not like things were in the Voxian war- we can't just turtle and wait for them- when they'll come they'll be more powerful than we are.

GoW is an easy nut to crack, especiall now that their troops are behind enemy lines... we'll have to deal with them before we move towards ND. 8-9 healthy riders on our flank is not something I'm too fond of, and dealing with those troops they have in a manner that leaves them with no gains is a great way to leave them out of the game, at least partially.

As much as I would love to turtle in and let them come to us, we can't just do that, for two main reasons:
1) The enemy probably has a production advantage, and powerful UUs.
2)Gunpowder is coming soon- we'll have no real gains after that until Chivalry comes along- Z and Co. should be in our hands by then (the obvious line of defense).

So, we should plan for either a move against ND, with GoW's riders kept in bay, or (as I prefer) a pincer movement against the south, regrouping, and a thrust at Z.

asleepathewheel is offline asleepathewheel
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  Old Post 19-08-2003 22:17
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Frankly, defense is what screwed us in the first place. We had a tremendous uncrackable defense in Toledo, and what happened? GoW just waltzed by and took everything in the soft southern RP underbelly. Must control the riders first and hope that Pamplona doesn't fall.

Must strike GoW homeland soon to prevent reinforcement riders.

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I agree that we can't "just" defend, but we're in no position, from what I gather, to launch a general offensive right now....as I understand it, we lacked sufficient manpower to prevent several allied cities from falling into enemy hands recently. Sounds to me like we've got our hands rightfully full just maintaining the status quo and keeping our ally in the game.

To defend those cities after we retake them, we need pikes....LOTS of pikes.

I'd dearly love it if we had sufficient forces to retake (and hold) all the cities lost by our ally AND hand someone their butt in the next 3-5 turns, but in the reading I've done, I don't see much evidence of that.

This is not going to be a short war, IMO. It's going to be a long, nasty one, and to that end, we gotta have a viable ally, which means we gotta play heavy D for the time being and focus on getting some cities back....

-=Vel=-

Velociryx is offline Velociryx
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Ahhh, Asleep hit the nail right on the head.

STATIC, single-point defense does not work any more, as has been made painfully clear.

The nature of the game has changed with 3-move attackers against us.

We have to defend first....absolutely a must, or we don't have a viable ally.

But we cannot rely on static single point defense, because the 3-move troops can get around that.

So we need to be strong everywhere to stand up to their fast movers wherever they mght be, and WHEN they commit to an attack somewhere, we need to meet them with our own fast moving attack force placed so that it can arrive on-scene the turn after they make the attack and ravage them.

-=Vel=-

 
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