Jul 13, 2007, 09:35 AM
So what's the plan?
View Full Version : Loco Invasion Plans
Jul 13, 2007, 09:35 AM
So what's the plan?
Jul 13, 2007, 10:47 AM
Are we going to wait until we have Rifling?
Cannons + Cavalry + Grenadiers is powerful. We'll need more ships, unless we're just going to walk over from Dune. That's the safe way, but they'll have more time to muster a focused defense. Alternatively, if they manage to sink a galleon that's pretty severe!
Jul 13, 2007, 10:48 AM
Ok, how many galleons do we need in Dune?
Jul 13, 2007, 04:45 PM
I think we Just walk from Dune...
They can't muster any defence agaisn't 6 Cannons & Cavalry.
This also gives us the power to hold all cities and press forward.
My plan would be at this moment trade for Constitution, to throw them off (givng them a tech that won't help)
And Our Current 6 Cannons & 2 Cavalry & 1 Mace should be the walking crew.
All units produced now ==> beyond jump on ships and land all over the place pending how the initial assault goes.
Jul 13, 2007, 08:15 PM
How about we do both?
We have 3 boats we could send down right now. They can hold 5 cannons and 3 macemen. Then have the cavalry march over by land.
We should give that combat maceman a medic promotion. Maybe we can upgrade a couple city raider maces to grenadiers too.
Jul 13, 2007, 08:29 PM
Works For me.
What is the ETA??
Jul 13, 2007, 08:47 PM
We have the gold for upgrades, we just need the boats in place.
But I want to have Rifling close so we can draft riflemen for defense/reinforcements.
I also suggest we send most of our cavalry down to Dune. This strike force needs to be strong enough to march on the capital.
Oh, another thing. The units we are stacking near Dune need to be on a road.
Jul 13, 2007, 09:41 PM
Can do which is the safest non visible tile (I can always figure it out too)
Jul 15, 2007, 08:24 PM
Stack on the SpiceFarm 2S of Dune.
Jul 17, 2007, 05:02 AM
So we are going to have a stack of Dune. ;)
Jul 17, 2007, 07:39 AM
Would a two pronged attack be good to distract them from to different angles? I was thinking that we could walk towards Dune with some back up from Ships and have a second force that will attack to the north at Delhi. I think that they will be expecting one of those two options, but not both, so it will get them by surprise. One thing we need to watch out for is an attack by Innovia, since they could come to the aid of the crazy people and cause us many headaches.
Jul 17, 2007, 08:29 AM
All the more reason not to split up our forces.
Any attack in the north would have to bring overwhelming numbers to avoid being shredded by collateral damage after landing. An attack in the north is much more resource-heavy than an attack in the South.
I think we should only attack in Loco's south, holding some troops back in case Innovia decides to invade our core.
Jul 17, 2007, 10:26 AM
If we attack only the south out troops march together. Defenders get put into place with riflement (nationalism, and rifling hence DaveMcW's latest comments) this way we hold all cities we take. We push as far as we can with the ships bring new untis to join the forward march.
As far as innvoia goes, the can take cities unless they land units. Last tiem I checked we were getting into Frigate building mode ;)
Jul 23, 2007, 11:25 AM
Next Turn our 3rd Boat will get to Sunrise.
I will begin sending The boats down so they can load / unload the appropriate units. As long as our Caravel confirms that Innovia has no eyes in the water to warn Loco.
As far as reinforcements go, do we want to send all new units to Sunrise and have the boats travel back there to pick up and convoy? (Cannons mostly comming from IK)
By my calculations Rifling should be 6 turns away now. So It will take 4 more to get all units in place. And then we should have rifling ready the turn we capture our first city :evil:
One last thing, next turn our two workers at dune finish 2 mines (giving it substantial production for a bit. We definetly need a road in the forest to the SE
Jul 23, 2007, 02:30 PM
Are we going to keep any Loco cities? If not we should get settlers ready to claim the territory.
Jul 23, 2007, 02:51 PM
I thought that was the plan?
Switch to Nationalism, then draft Rifle defenders in every loco town we capture? Seems like a good plan to me – being as Loco is almost certainly woefully unprepared for us to attack them.
Jul 23, 2007, 03:17 PM
Their Cities have high culture which sucks (many turns of Anarchy) But we should be able to march from one end to the other. And hold thier cities.
Because they all have nice population to exploit the :whipped: on it won't slow down our main army march.
Depending where the city is we might want to consider razing 1 or two, but the first one (mycenia or whatever) is a deffinet hold to me.
Jul 23, 2007, 07:47 PM
Here's my idea of the Mycenean invasion force.
5 Combat II Cavalry by land.
8 units by sea.
Bay Guard: Grenadier (110g), City Raider II
Sunset Safety: Grenadier (110g), City Raider II
Sunrise Safety: Maceman, Medic
Dune Cho-ko-nu: Grenadier (140g), Guerilla II
4 Catapults: Cannon (800g)
Total upgrade cost: 1160g
If we can get a 4th ship in position in time, we can add 3 cannons/upgraded catapults for 400g extra.
We can upgrade all units inside Dune and load them onto a ship in the same turn.
The second turn they can sail off and land on the hill.
- You have to promote Bay Guard to City Raider II before upgrading.
- Cannons should stay unpromoted until they are ready to attack.
- City raider is a good cannon promotion if they have a decent chance to win.
Jul 24, 2007, 11:55 AM
So with tha being the plan 1200 :gold: for Round 1 of Upgrades
and 1200 :gold: to rush through Scientific Method, that leaves us with nothing in the bank. Do we want to leave :science: off for another 4 turns to get the :gold: to upgrade the other catapults?
Also you said it is 400 :gold: per catapult but you had the total for 4 being 800 :gold: (inhertenly implying 200 :gold: each)
if so then we only need 600 :gold: to upgrade the other, meaning 2 turns to leave of research.
Jul 24, 2007, 12:03 PM
We only have 2 catapults left to upgrade (at 200:gold: each), the other 1 has to be a cannon. Or we could save money by sending cannons and leaving the catapults+gold in reserve.
It looks like we should leave research off until Oxford University finishes, because we need all the gold we can get. Ideally we would beeline through both Scientific Method and Communism!
Jul 25, 2007, 08:39 AM
I think we should leave the catapults (and :gold:) in reserve - just in case Innovia does something stupid. We can always change our minds in a few turns, upgrade, and ship them south.
Does anyone else think it might not be a bad idea to declare war on Innovia? If we DoW, that could spoil their current plans (whatever they may be), and if they are planning an invasion of us, they almost certainly would scrap those plans! Best to keep troops home if they think we're going to float some Cavalry their direction.
This would allow us to sink their Caravels... that's the upshot of DoW. It would also serve to distract Loco, for whatever that's worth.
Jul 25, 2007, 09:13 AM
I am not sure if we want to declare on Innovia jsut yet. Until We have 2 frigates out there to sink their Caravels and received the exp then get a second level. Having 2 2XPromo frigates in the water and more on the way would be enough to sink any force they could send at us.
Otherwise if we do it now we have to use Galleons to attack which could lose to their Caravels.
I wouldn't be opposed to attacking them in 5-6 turns like i said when we have the frigates, but even then having two nations to war with is kinda tricky. Not to mention that would give Piffle a good reason to :backstab: us (make peace with Aloha and come our way instead) then we would be in a world of hurt.
Jul 25, 2007, 09:34 AM
Actually our frigates get 6xp with Drydocks. :mischief:
Until we are ready to invade the Innovia mainland, a war is not in our interests. We should certainly be prepared for one though, because they might jump us while we're fighting Loco.
Jul 25, 2007, 09:56 AM
For that reason how many units should we be leaving in our mainland? Cannons / Cavalry? Cannons are the best to wipe thier stacks when they land. but again the best way to stop an attack is to sink the ships :evil:
Oh right theocracy :mad: i always forget about that
Jul 25, 2007, 10:10 AM
I agree with Dave – let's not start a war till we're really ready. If we only declared on them, it might scare them briefly – but they'd soon figure it out when we declare on LOCO and start taking their cities. Upshot = we'd only encourage them to attack us even more than they will be anyway.
I'd much prefer to defend ourselves with Frigates (than with Cannon/Cavs at home). We've got a huge edge at sea being the only ones with Chemistry, and as much damage as a Cannon can do, that's nothing compared to sending the whole invasion straight to Davey Jones' locker.
Innovia has to come at us over the sea… let's stop them right there.
Jul 25, 2007, 10:44 AM
Ok, Good points.
Even though we'd like to sink a possible invasion force with Frigates in the middle of the sea, it would be prudent to leave a few cannons and a handful of cavalry at home.
btw - are we done supplying Piffle with Cavs? Are all the rest we produce ours to keep finally?
Jul 25, 2007, 04:14 PM
are we done supplying Piffle with Cavs? Are all the rest we produce ours to keep finally?
Yep. We're done. :)
Jul 27, 2007, 05:25 PM
We should start moving Galleons towards Dune. There is a risk of Innovia spotting them, but at least they will only spot one a time if we start early.
Aug 04, 2007, 03:06 PM
Here's my suggestions for the turn before invading.
Phase 1 - Move the following units into Dune
Phase 2 - Promote the following units:
Bay Guard - City Raider II
Sunrise Safety - Medic
Cho-Ko-Nu - Guerilla II
Phase 3 - Upgrade the following units:
Sunset Safety - Grenadier
Bay Guard - Grenadier
Cho-Ko-Nu - Grenadier
Heads Up - Cannon
Big Rock - Cannon
Catapult #1 - Cannon
Phase 4 - Load the following units into Galleons:
It's a bit hard to see which units are loaded, so it helps to cycle through each unit and make sure they have an "unload" button before you end the turn. Or you could just try loading a cavalry and confirm it fails. ;)
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