View Full Version : Team SABER


Empiremaker
Sep 24, 2007, 07:34 PM
From SABER with the save (131)

We finally have contact in game. Our Chief Ambassor is Cyc - I'm sure he will be contacting you to begin diplomatic relations ASAP.

Empiremaker
Sep 24, 2007, 07:34 PM
Who wants to be our ambassador? I don't have much time anymore due to school.

Elephantium
Sep 24, 2007, 07:57 PM
I can do it if no one else cares for the position.

Kuningas
Sep 25, 2007, 06:25 AM
I second Elephantium

Elephantium
Sep 26, 2007, 09:07 PM
Is the team okay with waiting on SABER to send us a formal diplomatic letter, or would the team like to compose something and send it without regard for SABER's pace?

Empiremaker
Sep 26, 2007, 09:28 PM
I would wait a couple of days, then send a letter. In the meantime would could draft a peace proposal of some(50?) turns.

CommandoBob
Sep 26, 2007, 09:33 PM
Is the team okay with waiting on SABER to send us a formal diplomatic letter, or would the team like to compose something and send it without regard for SABER's pace?
Evidently Saber's turtling up on defense has affected other areas of their play also. :D

If we don't hear anything by the time we finish our next turn (Turn 132, currently with Team Babe) we need to contact them.

Their Roster
(Post #215 (http://forums.civfanatics.com/showthread.php?p=5898379#post5898379)on the Team SignUp thread, September 1, 2007)

Team SABER (18)
gbno1fan
dutchfire
greekguy
lost_civantares
Nobody
GreyBeard
Calis
classical_hero
Chamnix
Elear
Cyc
Marsden
Bartleby
Donovan_Zoi
denyd
Churchill 25
flyingkitty
Provolution


Chamnix has been the most recent Turnplayer, followed by classical_hero.

CommandoBob
Sep 28, 2007, 07:13 PM
Received from Team Saber, before their Turn 132 and before our Turn 132:
Dear Team Free,

Our ambassadors were very pleased to see that we made contact with you. We have had contact with your friends of the Council for ages, and they told many good things about your people.

We were wondering if you have some kind of ambassador who we should contact if we want to talk? Our team has had several, but for now it's probably best to contact us through the official team e-mail ( team.saber@gmail.com). We are also interested in (MSN) chats.

We hope to hear from you soon,

Team Saber

Elephantium
Sep 28, 2007, 07:35 PM
Proposed response:

Well met, SABER!

FREE was running low on ambassadors, so they went to the zoo and picked out...me.

I can be reached via elephantium at gmail.com, but it would be helpful if messages could be copied to our official team email.

We look forward to many long years of peace.

And now I really must be going, I'm almost out of peanuts!

Elephant(ium) of Team FREE

Empiremaker
Sep 28, 2007, 07:37 PM
Looks good. Maybe add a line like "we look forward to years of peace"

Elephantium
Sep 28, 2007, 09:32 PM
Post edited.

CommandoBob
Sep 28, 2007, 10:53 PM
:goodjob:

Yeppers, that's a goodun.

Uh, that is, I think it is fine and ready to send.

Elephantium
Sep 29, 2007, 01:15 AM
Message sent.

Elephantium
Oct 15, 2007, 05:42 PM
Is it just me, or is the total silence from SABER a bit eerie?

Empiremaker
Oct 15, 2007, 07:48 PM
I bet that they are low on participation and there is nothing really to say.

CommandoBob
Nov 13, 2007, 12:55 PM
I think we need to try to contact SABER just so they know that we are alive. I would like to know how they view the Babe-Council war and get a general feel for how they plan to play.

I would even be willing to trade screenshots of Babe's 11 tile islands in return for some information.

We might be able to get them to help in the Gong Book Burning Ceremony.

Elephantium
Nov 18, 2007, 10:32 PM
Proposed letter:

Well met, SABER!

It's been a while since our last letter, so the FREEthinkers over here asked me to write to you again. We've been wondering about how you view the BABE-Council war since that seems to be all the big news lately!

We're also curious about your goals for the future. Perhaps both our goals could align via trade. Perhaps we could share information?

We look forward to many long years of peace.

Elephantium of Team FREE

CommandoBob
Nov 29, 2007, 07:27 PM
Teal Torpedo has just sighted some of Saber's border. Ask them if it is OK for Teal Torpedo to be inside their borders. We would like to sightsee and visit the Wonders of Saber or whatever else we can come up with.

Note: we can't trade WM with them (not without The Council's permission) but we could trade Territoral Maps.

Empiremaker
Nov 29, 2007, 07:43 PM
For the time being, I don't think we need to trade territory maps. If/When we invade, we will have a good idea where their core is. Its a good idea to ask permission.

CommandoBob
Nov 29, 2007, 08:02 PM
I was hoping that they would offer their TM to us so we could send Teal Torpedo elsewhere. Yeah, I wasn't planning to initially offer our TM to them; I should have made that clearer.

Elephantium
Nov 29, 2007, 09:33 PM
Proposed (updated) letter:

Well met, SABER!

It's been a while since our last letter, so the FREEthinkers over here asked me to write to you again. We've been wondering about how you view the BABE-Council war since that seems to be all the big news lately!

We're also curious about your goals for the future. Maybe both our goals could align via trade -- perhaps we could share information?

Also, our galley Teal Torpedo has sighted your northern borders. May we move within your culture borders in order to skirt your coast? Rest assured, Teal Torpedo carries no military forces; she's purely an explorer.

We look forward to many long years of peace.

Elephantium of Team FREE

CommandoBob
Nov 30, 2007, 01:14 PM
Sounds good to me; let's send it.

Elephantium
Nov 30, 2007, 02:27 PM
Sent to SABER:

Well met, SABER!

It's been a while since our last letter, so the FREEthinkers over here asked me to write to you again. We've been wondering about how you view the BABE-Council war since that seems to be all the big news lately!

We're also curious about your goals for the future. Maybe both our goals could align via trade -- perhaps we could share information?

Also, our galley Teal Torpedo has sighted your northern borders. May we move within your culture borders in order to skirt your coast? Rest assured, Teal Torpedo carries no military forces; she's purely an explorer.

We look forward to many long years of peace.

Elephantium of Team FREE

CommandoBob
Dec 04, 2007, 03:54 PM
Just received from Saber, after their Turn 143 and after our Turn 143:

Dear Elephantium, dear Team FREE,

It's good to hear from you again. The Council-Babe war is indeed what is covering the news in Saberish lands. Having been under a Babe-threat before, our sympathy lies with the council. In our opinion, team Babe is a threat to world safety. By the way, your Teal Torpedo is free to move around our coasts, so it can keep exploring this wonderful world of Meleet.

You mentioned trading, we are very interested in trading with you. We don't have any techs to offer you at the moment, but we are interested in buying techs, if that's possible. We could also be interested in other trades, when they're possible.

Hopefully we will be able to talk more in the future. What's your favourite way of conducting diplomacy, through e-mail or through chats? Our team can work either way.

Yours,
Team Saber

Elephantium
Dec 06, 2007, 09:07 PM
Proposed response:

Dear Team SABER:

Thanks for getting back to us regarding Teal Torpedo. We appreciate your gracious attitude towards our explorers.

We are definitely interested in trading with you. Once ocean trade is available, a luxury swap would certainly be mutually beneficial. In the meantime, what did you have in mind with respect to technologies?

Personally, I favor diplomacy via email; my schedule makes my availability for chats spotty at best.

We look forward to many long years of peace.

Elephantium of Team FREE

CommandoBob
Dec 07, 2007, 12:59 PM
Looks good.

I, too, favor e-mail diplomacy. AIM and such is fine for chit-chat or talking to my son, where the cost of misunderstanding is rather low. Even just mindless banter with other teams is valid. But to communicate anything of substance I'd rather go by email.

Elephantium
Dec 07, 2007, 11:33 PM
Email also lets us get team consensus on a proposal before mentioning it to the other teams - a definite plus for formal inter-team agreements.

Elephantium
Dec 19, 2007, 05:46 PM
Sent to SABER:

Dear Team SABER:

Thanks for getting back to us regarding Teal Torpedo. We appreciate your gracious attitude towards our explorers.

We are definitely interested in trading with you. Once ocean trade is available, a luxury swap would certainly be mutually beneficial. In the meantime, what did you have in mind with respect to technologies?

Personally, I favor diplomacy via email; my schedule makes my availability for chats spotty at best.

We look forward to many long years of peace.

Elephantium of Team FREE

PS I apologize for the delay in sending this; my other duties have severely curtailed my ambassadorial efforts of late.

CommandoBob
Dec 22, 2007, 11:55 AM
Just received from Team Saber, during their Turn 147 (they hold the game at this time)

Dear Team Free,

Our people are already looking forward to receiving luxurious goods from other parts of the world. Hopefully we can establish intercontinental trade routes as soon as possible.

We are also interested in buying technologies. We are basically interested in any Middle Age technology we're missing. By any chance, could you give us a price for these techs?

In other news, our diplomats are anxiously awaiting news on a possible resignation of team Babe. What your teams opinion on this issue?

Hoping to hear from you soon,

Yours,
dutchfire
Team Saber

Elephantium
Dec 22, 2007, 06:46 PM
Under the MAAP II, we must secure the consent of the Council for any tech trades...does that provision apply once we've traded our IA techs?

CommandoBob
Dec 23, 2007, 02:07 AM
It would be nice if we could get Saber to fund our unit upgrades to take out Gong. :evil:

We could present it to The Council that way; they might be agreeable to allow such a trade.

Empiremaker
Jan 02, 2008, 02:03 PM
From SABER:

Dear Team Free,

Team Saber has been looking for a way to bring more balance to this world of ours and were wondering if you had any good ideas.
We have definitely shifted our focus to Theory of Gravity, and are now interested in knowing if your great citizens would be willing to share this knowledge with us. Might you be able to send a return message with your completion turn and selling price?

Hoping to hear from you soon,

Team Saber

Elephantium
Jan 02, 2008, 06:46 PM
Proposed reply:


Dear SABER:

We just learned Theory of Gravity on turn 150, actually. As for trading this knowledge, my fellow FREEthinkers and I are discussing a fair price. Did you have anything in mind?

Regards,

Elephantium of team FREE

Empiremaker
Jan 02, 2008, 06:53 PM
I'm sort of wary about giving out when we learned techs, as it gives SABER our current tech progress. I would rather say, "soon".

Elephantium
Jan 03, 2008, 03:59 PM
Err, can't they just look at the trading screen to see that we already know the tech?

Empiremaker
Jan 03, 2008, 06:54 PM
Not if they don't know the tech because they can't see what we have in the trade screen. They could try to figure it out through CAII, but I'm not sure how reliable or easy that is.

CommandoBob
Jan 04, 2008, 07:21 AM
Err, can't they just look at the trading screen to see that we already know the tech?
From the trade screen, they could see how their techs matched to ours. If Saber knew Chivalry and we did not then Chivarly would show up on their trade screen. Since we know Magnetism and Theory of Gravity, and Saber does not, we see Mag and ToG on our portion of the trade screen when we open Saber's trade screen.

So, Saber would know what they could trade us, but not what we could trade them.

Unlike a solo game, we won't be able to see the other trade screen.

Empiremaker
Jan 21, 2008, 09:28 PM
Maybe something like this:

Dear SABER,

As you can see we have advanced to the Industrial Ages. We would be happy to trade theory of gravity. How about ??? gold or knowledge of Medicine, if you happen to receive that tech upon entering the IA.

Also, how would you feel about a luxury trade? On our continent, we have Gems and spices.

Team FREE

We would need to come up with some number X.

Elephantium
Jan 22, 2008, 11:49 AM
Would 1000 be in the wrong neighborhood?

Kuningas
Jan 29, 2008, 10:53 PM
I noticed SABER has extra luxure. How about we swap luxures with team SABER?

Elephantium
Jan 30, 2008, 12:25 PM
The MAAP with the Council doesn't put any strings on lux trades, does it? I'd hate to agree to something without making sure of the MAAP first!

Empiremaker
Feb 11, 2008, 03:05 PM
Proposed letter:

SABER,

We have sent you spices, without accept. We were thinking of a 1:1 deal for luxuries.

Team FREE

Kuningas
Feb 12, 2008, 07:40 AM
sounds good.

Empiremaker
Feb 16, 2008, 06:05 PM
Sent to SABER

SABER,

We sent you spices, without accept on the last turn. We were thinking of a 1:1 deal for luxuries. Would you be interested at some point in the future?

Team FREE

Empiremaker
Feb 19, 2008, 07:17 PM
Reply from SABER

Dear Team Free,

At the moment we have no real need for luxuries since our citizens are already perfectly happy living in our beautiful country. However, we do have a spare luxury that we would be willing to sell for gold/turn. How much would you offer for our spare luxury?

Yours,

dutchfire

Kuningas
Feb 19, 2008, 10:52 PM
I would pay 35gpt. 10% lux taxes cost us 39 commerce per turn. We would gain a bit gold and could run 0% lux taxes.

CommandoBob
Feb 19, 2008, 11:11 PM
So let's offer 25 gold per turn. It is extra income to them and gives us 14 more gold into our treasury at 0% luxury. 30 gpt would be the max I would be willing to pay. 35 gpt is too close to break-even for me to consider.

Now, that is all from the money side of the equation.

On the diplomacy side, it might be worth 35 gpt to help keep Sabre from joining with Babe\Gong.

On that I am less sure.

Elephantium
Feb 20, 2008, 08:13 AM
Proposed letter:

Dear SABER:

After discussing the matter, our FREEthinkers believe that 25gpt would be a fair price to pay for an extra luxury. Is that acceptable to you?

Regards,

Elephantium of team FREE

Empiremaker
Feb 20, 2008, 05:45 PM
My only concern is how much that extra lux will help. Our outlying towns will be specialist farms, while the main towns would benefit a little. Some CAII/map examination would be good before making a final deal.

Kuningas
Feb 21, 2008, 03:14 AM
I sent 25gpt to SABER. If they accept that it will be really cheap price for what we gain from extra luxure. It's 3 happy faces in all cities with Marketplace.

Empiremaker
Feb 27, 2008, 07:34 PM
Not much of a surprise:

Dear Team Free,

We were rather unimpressed by your offer of 25 gpt for our wines. Our Domestic Office has had extensive experience in the production of alcoholic beverages ever since gbno1fan's rule and our wines are now considered to be top class, and as such we believe they are worth significantly more than 25 gpt. Our experts have calculated that a price of 40 gpt would be more appropriate.

Please let us know what you think about our offer, so we can work out a good deal.

Yours,
dutchfire

Elephantium
Feb 27, 2008, 10:56 PM
Possible points to raise in our response:

* It doesn't matter how much they think the wines are worth if they don't actually trade them. 1gpt for wines is a better deal than no wine trade.
* Although we have about 40 cities, we won't actually get one extra happy face per city (specialist farms, smaller cities with markets). Assuming that 1 happy face is "worth" 1gpt, 40gpt is too high a price for the benefit the wines will confer.
* We'd be more than happy to do a straight lux-for-lux trade.

CommandoBob
Feb 27, 2008, 11:07 PM
If we counter with 30 gpt, they might drop their price to 35 gpt and we might settle on 32 or 33.

Is that still a good deal?

Elephantium
Feb 28, 2008, 06:17 PM
I need better numbers.

How many science farms do we have?
How many cities with markets?
How many cities need one more lux for us to avoid riots at 0% lux?
How many extra happy faces do we need in cities with markets to avoid riots at 0% lux?

Hmm, I'd better grab the latest save and do some investigating...

Kuningas
Mar 04, 2008, 03:52 AM
It is a possibility to do a lux trade with GONG, Spices for Silks. This would improve our relations with them and they wouldn't anticipate a backstab from us. :backstab:

Actually I'm not so worried about GONG or BABE. SABER is the worst threat we have at the moment and it seems like the Council is giving techs for free to the SABER.

Empiremaker
May 07, 2008, 07:58 PM
What would people think of a trade: Refining for steel? SABER has the corporation.

Elephantium
May 07, 2008, 11:18 PM
Seems like a fair trade to me, either with SABER or the Council.

Empiremaker
May 11, 2008, 09:28 PM
Proposed Letter:

Dear SABER,

We noticed that you have learned the secret of large businesses, also known as Corporations. We will learn Refining on turn 181. Would you be willing to trade Steel for it. Also, to protect our advanced techniques, we ask that you do not trade Refining to other teams. We would promise not to trade steel.

Team FREE

Elephantium
May 20, 2008, 02:33 PM
Did we ever send that letter?

Empiremaker
May 20, 2008, 07:17 PM
I never got confirmation, and I've been busy and forgot to send.

CommandoBob
Jul 02, 2008, 10:32 PM
This message came with Turn 194 from Saber:


Here's the save. Good Luck, we're all counting on you.

CommandoBob
Jul 02, 2008, 10:51 PM
Sent in quick reply to Saber, before we play our Turn 194.

Dear Friends in Orange,

You wrote:
Here's the save. Good Luck, we're all counting on you.

Thank you, but what is it that you are counting on us for?

If it is to play the next turn within 24 hours, well, given our recent track record, that probably won't happen. :crazyeye:

If you are counting on us for something else, could you give us some clues? Whatever it is may work better if there are two of us involved.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

PS - I can be reached at Art DOT Parry AT Juno DOT Com for unoffical rumors and lies about MTDG 2, if need be. :)

CommandoBob
Jul 03, 2008, 12:29 PM
Received from Saber:

Shirley, you can't be serious. Marsden

Empiremaker
Aug 28, 2008, 08:23 AM
With the save on 215:

Dear FREE:

Congratulations on your speedy eradication of the culture nuts. We
would like to propose a toast to your victory and have brought some of
our fine wines for the occasion. We hope you would be willing to
provide some spices for a scrumptious feast in your honor.

Team Saber

Kuningas
Aug 29, 2008, 02:48 AM
We don't need Wines.

Kuningas
Sep 17, 2008, 12:18 PM
From SABER.
Dear Co-Contestant for 2nd place in this game,

We just noticed that you've signed peace with Council and would like
to make you aware of a couple of items. At this moment Council is
researching at about a 5 turn per tech pace and has only 6 techs to go
before launch (ie 30 turns til they win). They are already 2 full
techs ahead of us, and we are currently bogged down conquering Babe's
island and estimate that will take at least another 20 turns.

Best of luck in our battle for second place!

CommandoBob
Sep 17, 2008, 12:47 PM
Hmm.

If they are so concerned about The Council building a Space Ship, why don't slow down their Babe efforts and attack The Council?

Can we verify anything that they said?

Empiremaker
Sep 17, 2008, 04:34 PM
If they stop attacking BABE now, BABE will probably launch an invasion of SABER's home island in revenge for the earlier foiled invasion. If we can't be sure of killing SABER in 20-25 turns, we may want to attack the Council, then bite a small chunk of SABER/BABE.

If they are telling the truth, this means that SABER/The Council aren't working together anymore.

Elephantium
Sep 17, 2008, 08:59 PM
It could also be disinformation.

Empiremaker
Oct 07, 2008, 07:10 PM
Dear Team Free,

We are very worried that The Council is running away with this game.
They are currently roughly 20 turns away from completing the techs
needed for the spaceship. If we don't act now, they will win this
game. Without corporation between our teams, we'll both be losers
within a couple of weeks.

So we suggest the following:
-Stop trading luxuries with the Council. If we both cut our luxury
deals with the Council and you give us spices, we'll give you wines,
and we'll both be at the same number of luxuries, while the Council
loses two.
-Military. Neither of us can take on the Council alone in such a short
timespan. However, if we could both launch a small offensive, we migth
just be able to stop them in time.

We hope you'll help us stop the Council.

Yours,

dutchfire
Team Saber

How about we ask them for Synthetic Fibers. If we get it, we should be able to quickly invade The Council, if not, they show they aren't sincere about destroying The Council. I don't want SABER on their land because then they are too close to Domination.

To slow down their space race, we don't have to kill them, just take out some core cities so they can't research very fast.

Elephantium
Oct 07, 2008, 08:30 PM
Good idea - ask them to put their money (techs) where their mouth is.

If we can get Synthetic Fibers from SABER, I'd be comfortable joining a joint invasion of The Council.

Empiremaker
Oct 07, 2008, 08:39 PM
Proposed note:

Dutchfire and other SABERites:

As you may have noticed, we lack the knowledge of Synthetic Fibers, and hence our invasion would be slaughtered. But if you could send us Synthetic Fibers, we could invade The Council within 15 turns.

Empiremaker

CommandoBob
Oct 08, 2008, 12:22 PM
Looks good to me.

Kuningas
Oct 08, 2008, 02:33 PM
As you may have noticed, we lack the knowledge of Synthetic Fibers, and hence our invasion would be slaughtered. But if you could send us Synthetic Fibers, we could invade The Council within 15 turns.


I stole SB in turn 229.

CommandoBob
Oct 08, 2008, 02:59 PM
Ah!

I just skimmed through the turn log. I saw the Tech Screenshot but didn't realize that it meant we had the tech. My bad.

Empiremaker
Oct 11, 2008, 12:21 PM
Could SABER send some transports 1/2 turns before we invade to draw the Council's naval fleet and hopefully Mechs away from our transports?

remake20
Oct 12, 2008, 06:16 PM
Could SABER send some transports 1/2 turns before we invade to draw the Council's naval fleet and hopefully Mechs away from our transports?

That's fair but we might need to ask them for a bigger military attack than us to try to prevent a attack. We will still give most of our military power but ask SABER to give most if not all their offense and have someway of proving it.

Edit: I might make an example treaty with SABER that I think is fair but I think it will change.

Elephantium
Oct 12, 2008, 06:52 PM
By this time, I think SABER is trying to tie up our military resources so that they can invade us once we've killed the Council for them.

remake20
Oct 12, 2008, 07:17 PM
By this time, I think SABER is trying to tie up our military resources so that they can invade us once we've killed the Council for them.

I'm confused, are we attacking the COUNCIL or are we both attacking? I thought both of us are attacking.

Edit: I have a treaty ready and will post it when my question is answered.

Empiremaker
Oct 13, 2008, 03:03 PM
We don't know at this point the plan.

remake20
Oct 13, 2008, 03:18 PM
Okay with that I'll post my example treaty.

NOTE: I know you will change this and please do. Also you do not have to use it. Underlined words mean that there is things to be added.

Dear team SABER:

We would like to propose a treaty with in the destruction of the COUNCIL. We feel this will prosper all of our nations. The first part of this treaty will be to meet at Insert place here on Insert turn here. The second part will be for you to have Insert way of proof from my post in 220-229. The third part is that we split the COUNCIL’S cities as our leaders and people think fair and to our advantage. Four, provide navel support that can protect us all. Five attack Insert valuable city name her ASAP. Six, give us all the cities that we agreed that was our and we will give ours to you. Seven, provide a bigger military offense than us, because of you stronger military power. We will prove our entire offensive military. Eight, keep peace with us from the signature of this treaty till 15 turns after the destruction of the COUNCIL.

CommandoBob
Oct 14, 2008, 01:49 PM
Given how little contact we've had with Saber, this might be a little difficult for them to accept.

I think we need some more contact with them before we decide to turn on The Council.

And we need something that keeps Saber from invading us as we invade The Council.

remake20
Oct 14, 2008, 03:41 PM
That's fine I was just board and this was something to do.

Empiremaker
Oct 17, 2008, 07:23 PM
Dear Team FREE,

Please let us know if you received our correspondence of 10 days ago.
In it, we suggested that both FREE and Saber halt all luxury trades
with Council and instead swap spices and wines with each other. Since
this deal would leave both Saber and FREE with the exact same number
of luxuries each has now, and Council would have fewer luxuries, we
thought we might reach agreement quickly.

Please let us know what you think.

We need to do something. I would prefer if they invaded for a :backstab: or diplo victory.

Proposed Response:

SABER,

Sorry for not responding sooner, people have been busy with RL. Regarding the The Council threat, we worry that we don't have a big enough military to destroy the Council. We then would need to hit The Council on the same turn if you want us to help, but we would also need some gold to quickly attack the Council. Alternatively, we could supply you with gold and resources and you could attack the Council on your own, which would be logistically easier.

If SABER wants a joint attack, we could pretend to ally, and instead attack their troops or we could win a diplo victory with The Council's help.

CommandoBob
Oct 17, 2008, 11:30 PM
I'm not quite ready to trust Saber completely, but we do need more time.

It's late and my mind is foggy, but I can't think of anything to add to the message.

CommandoBob
Oct 20, 2008, 03:05 PM
PM from Marsden of Gong to me, earlier today (October 20, 2008, after Turn 232 for both of us (Babe had the Turn at this point)):
Hi Bob! RE:MTDG2, are you guys really trying to beat council to a space ship? The farms in Gongland are helping, I'm sure, but the Council is way ahead. I guess you'll be satisfied with second best. My regards to the Mrs.


BTW, I don't know if we're going to get our little buddy Ex626 back, I haven't heard or seen anything of him. :(

CommandoBob
Oct 20, 2008, 03:08 PM
My reply to him a few hours later:

Man, I wish I knew for sure. We've got some newbies in recently and that has upset the applecart.

I think we've lost our way after we took over Gong.

From :trouble: to :run: in less than 20 turns.

Art Parry
aka CommandoBob

PS - Too bad about Expirement626, I was hoping to get him to be able to take on Monarch someday. Could he have graduated to Civ4?


The reference to Expirement626 is from here: Experiment 626's TDG2 or 'Pinky and The Brain take over the world!' (http://forums.civfanatics.com/showthread.php?t=251243). Marsden and I were both part of that thread and E626's TDG1.

CommandoBob
Oct 20, 2008, 05:50 PM
2nd PM from Marsden, before Saber received Turn 233:
Well, between me and you (and anyone you want, this is no secret) Council's heading for a win. Now, I like you and I like them, but if we're going to play to win, we (Saber) are going to have to hurt them, I was hoping you guys (Free) would be in on the hit and then we can duke it out like the titans we are, but that's my take and things don't go the way I think very much. I'm mostly asking because our respective teams haven't spoken much, plus it's been overdue me saying hello, so I'll leave it at this but we are going to hurt Council, nothing personal again, just trying to win, and then if that goes ok you know we'll be coming after you again nothing personal, it the way of the game. Take care. :wavey:

remake20
Oct 20, 2008, 06:04 PM
Are we still going to :backstab: them when they attack the COUNCIL. Maybe we can "say" we are going to help defend the COUNCIL but really destroy them.:D

CommandoBob
Oct 20, 2008, 06:06 PM
Reply to Marsden, during their Turn 233:

Dear Marsden,

Thanks for plain speaking. Maybe that will get some one(s) to make a decision.

I know we don't want The Council to win, but due to the lack of communication (and I'm not attaching any blame, because we (our teams) have had ample time to talk to each other) we just don't know how far we can trust Saber. And I know the same is true from your side, too.

We can both say we'll do something, but we have no real history of doing something. Luxury trades are one thing, but waging war is something else. We didn't ask you for help when we went after Gong and you haven't asked for our help in taking on Babe. And I saying that as matter of record, not to accuse anybody. We didn't ask; you didn't ask; and now it looks like maybe we should have.

Good luck in warring with The Council. It won't be an easy fight; both sides will bleed a lot.

I have no idea what we will do. I wish I had a clue. Given our own chaos, I wouldn't be surprised if we invaded Gong again!

Until we meet again :salute:

Art Parry
aka CommandoBob

remake20
Oct 20, 2008, 06:13 PM
We need to come up with a plan ASAP. Hopefully before the next turn.

Empiremaker
Oct 20, 2008, 10:21 PM
If we could get SABER to agree to a no spaceship victory, enforced by monopoly techs may be interesting. Still, I think our best bet is let SABER attack the council, and try and get the other blues to vote for us in a diplomatic win.

CommandoBob
Oct 25, 2008, 08:54 PM
Just sent to Saber, after our Turn 233 and after their Turn 233.

Dear Worthy Adversaries of Orange,

We did refuse the offer of Wines for Spices. Rather, I did, as Turn Player. That may not have been the smartest thing I did this last turn.

One of my teammates has pointed out that we may have had an ongoing luxury trade already in place and that this was just a continution of it. I don't know. When I played the turn, I looked in the thread we have for our communications with you and saw nothing about it, but I only examined posts made in October.

I did not have time to consult the Team, so I declined the offer, because I wasn't sure of how the Team would respond. When in doubt, do nothing.

And of course now several are up in arms because I did refuse the deal. :rolleyes:

Please allow us time to get our act together. Hopefully, by our next turn, we will know what we want to do and we'll communicate that with you at that time. Deal or no deal, we'll inform as soon as we can.

Sincerely yours,

Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...

CommandoBob
Oct 27, 2008, 07:20 PM
Just received from Saber, with Turn 234.

Dear FREE Friends:

Here is the game situation as we see it: Council is precipitously close to completing a spaceship. They are at most 5 techs away. They may be even closer since we don't know if they have the Laser and/or Robotics yet. We know they completed Synthetic Fibers in only 5 turns not long ago so they are at most 25 turns from launching and could be as close as 15 turns away. They must be stopped immediately.

We suggest trading spices for wines and discontinuing our trades with Council. This deal will leave Saber and FREE with the exact same number of luxuries they each have now, but Council will have 2 fewer luxuries.

More drastic measures will have to be taken very soon, but we need to start slowing them down however we can immediately.

Team Saber

Empiremaker
Oct 28, 2008, 08:56 PM
Proposed letter: SABER,

With our knoweldge of The Council's military, we feel that we can't invade them successfully before they launch a spaceship. We don't know your military strength (look, were nice not spying on you :)), but we are sure it is considerably larger than ours. So we could provide you with some gold (ex 2000), for you to rush a few more troops, and then you can invade the Council. If needed, we could provide a diversion.

Furthermore, I feel that this game would be more fun/conclusive without a spaceship victory, so we propose that neither team researches [insert two techs on different paths].

Empiremaker

CommandoBob
Oct 29, 2008, 06:36 AM
I don't think we need the last paragraph. Saber has already indicated that they want a showdown with us (after they deal with The Council) and I'm willing to agree with them on that. If we can't win otherwise.

I would suggest a different paragraph, something that looks forward to the killing the space ship dreams of The Council.

We're playing to win, too.

Chasing a Rabbit
I think we've discussed this before, but if Saber invades The Council, can we pick up anything in Babe? This would prevent a Domination win by Saber and might let us pick up a Domination win, if we got the entire landmass.

Elephantium
Oct 29, 2008, 07:25 AM
(look, were nice not spying on you )

is wrong. It should be (look, we're nice not spying on you )

As for preventing a space win by limiting the tech path, how do you enforce that? They could research the tech, then change a prebuild to bring in the spaceship parts during that IT.

Empiremaker
Oct 29, 2008, 08:01 AM
We may be able to settle a few cities in BABE.

Revision A

SABER,

With our knowledge of The Council's military, we feel that we can't invade them successfully before they launch a spaceship. We don't know your military strength (look, we're nice not spying on you ), but we are sure it is considerably larger than ours. So we could provide you with some gold (ex 2000), for you to rush a few more troops, and then you can invade the Council. If needed, we could provide a diversion.

We are looking forward to being free of the Council threat.

Empiremaker

CommandoBob
Oct 29, 2008, 08:21 AM
Musing
Just invading The Council will put a halt to their research. Their geeks would continue on, but the Science slider would drop to zero to allow more gold for cash rushing.

I don't think that Saber is planning to eliminate The Council, just stop their reseaching. To do that, Saber has to invade. Goal #1 for Saber (if we believe them) is to stop The Council from getting a Spaceship victory. Goal #2 would be to win the game themselves. Capturing The Council's continent gets them very close to a Domination victory. They would have to raze The Council's cities; those cities are large and would flip back to The Council at some point.

Domination is 66% land and 66% population; razing captured cities reduces the overall population and makes Saber (and us, too) have a larger percentage of the reduced population (generally) but the increase wouldn't be that much; maybe a point or two. But we/I really need to verify this hopeful conclusion.

Message to Saber
We have 3500+ gold, 2000 to Saber is doable.

Fission is due in 3.

Letter looks good.
Hmm, we'll have to see how this plays out.

remake20
Oct 29, 2008, 09:40 AM
Are we going to start the UN as soon as we finish fission?

CommandoBob
Oct 29, 2008, 12:47 PM
With our SGL we can rush the UN in one turn, but we have to wait until we learn Fission and the UN becomes an option to build.

remake20
Oct 29, 2008, 06:39 PM
We have a SGL.

Empiremaker
Oct 30, 2008, 08:24 PM
Sent to SABER

SABER,

With our knowledge of The Council's military, we feel that we can't invade them successfully before they launch a spaceship. We don't know your military strength (look, we're nice not spying on you ), but we are sure it is considerably larger than ours. So we could provide you with some gold (ex 2000), for you to rush a few more troops, and then you can invade the Council. If needed, we could provide a diversion.

We are looking forward to being FREE of the Council threat.

Empiremaker

CommandoBob
Nov 03, 2008, 07:05 PM
Just received from Saber, with Turn 235.


Dear FREE,

Thank you for the spices. We have stopped trading luxuries with Council as we agreed.

Empiremaker
Nov 14, 2008, 11:22 PM
Action...unconfirmed.

Received with turn 237

Dear FREEdom Fighters:

As you will see, we have declared war on Council this turn and done
considerable damage to their navy potentially to make it possible for
us to get a landing party to them. However, if they simply move ships
from their common border with FREE toward us, then it will delay any
attempted landing, almost certainly making us too late to stop their
launch.

As you are no doubt aware, your military strength is average relative
to ours. You admitted that it would not be possible for you to stop
Council before they launch. You must realize that there is no way
Saber can accomplish that task alone either. There is so little time
remaining that we absolutely must work together, or Saber and FREE
will both suffer an ignomious defeat to Council.

We implore you to declare on them this turn as well and sink as many
of their ships as you can find. With Council's navy destroyed, we will
at least have a little hope of doing some damage before it is too
late.

Your Allies in War (Hopefully),

Team Saber

Before we do anything we need to get confirmation of the sunk ships. We could tell SABER we sunk the Council's ships, but not actually do so, and still declare war.

remake20
Nov 15, 2008, 08:51 AM
I think their bluffing. I think their counting on that we don't know their mobilized. Wait tell they capture a city and then rush the UN.

remake20
Nov 15, 2008, 08:52 AM
Double post

Elephantium
Nov 15, 2008, 09:02 AM
I'm concerned that SABER will invade our core from the BABE island.

CommandoBob
Nov 17, 2008, 11:10 PM
Sent to Saber after our Turn 237 and after their Turn 237.

Dear Council Crushers,

I have good news and bad news.

The good news is that we will be joining you in ridding the world of the Dark Blue Meanies known as The Council.

The bad news is that we can't do anything for at least two turns.

What we plan to do is this: Land a force of units on the north shores of The Council, on the tile we call 'Azzura Coast' and you call 'Estoc'. We will build a city on this hill and then rush some walls.

We plan to land on Turn 239 and build the city on Turn 240, thus starting our war with The Council.

We can't move any sooner because we don't have any settlers. We had our plans all made out by no one checked our unit stats until just now, when I played the turn. :wallbash: We will next turn, but on Turn 237 we have none. On Turn 238 we load up our transports and sail south. On Turn 239 we can unload our units (we hope) onto an empty tile. On Turn 240 we build our city and then The Council has a two front war.

While we don't know your plans, from the bleating we've gotten from The Council you stung them pretty good. We expect you to invade their land on your next turn, so when we get involved we may divert enough units for you to break out of your beachhead.

I'm sure we'll be in touch once our troops land.

Until then...

Sincererly yours,

Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...

Empiremaker
Nov 18, 2008, 08:42 AM
I think it will be much more effective to invade SABER's mainland, crippling their production. How feasible is this given the location of our transports? This closest shore appears the be by Ellis Island, but if we move the transports out of Coastal Geeks, they would appear to be headed for the Council, but then if they angled north, they would arrive at the southeast shore of SABER, by their core.

Remember, we want SABER to hurt the council enough that they will vote for us in the UN.

Rodent
Nov 20, 2008, 07:01 AM
The problem with Invading the SABER core is that they have great production capabilities and will be able to stalemate us sooner or later. It is true that they wont be expecting it but they will still be producing units non stop while waiting for the Transports to return.

Elephantium
Nov 20, 2008, 07:25 AM
I think we need to risk a stalemate in SABER's core. If we invade old BABEland, sure, we can probably take it, but then SABER can just invade GONGland to get back to the current land distribution. Or worse, they could invade *our* core, then mop up in GONG and BABE lands.

No, we need to hit them where it'll hurt - their core. Burn half a dozen cities, and then I think we can win a war of attrition.

Besides, if we manage to hurt their core, it'll serve as a backup plan in case the UN gambit ends in a stalemate :)

CommandoBob
Nov 21, 2008, 12:55 PM
PM from Marsden of Saber; Nov 21 at 11:36 server time, during the time they had Turn 238.

Subject: Free Saber Alliance

We (Saber) got your message, but I would like to thank you.

I think it sounds like a good plan. The Council's navy was severly damaged, but they still have some subs, be careful.

remake20
Nov 21, 2008, 01:21 PM
Are we invading SABER and then building the UN or are we just going to build the UN after the COUNCIL has taken a beating.

CommandoBob
Nov 21, 2008, 02:48 PM
I'm pretty sure we're building the UN next turn (238). I don't think we can have elections until Turn 239 at the earliest.

In that time frame we will move units towards Saber while Saber attacks The Council. If they land this turn they can do The Council a lot of damage.

remake20
Nov 21, 2008, 03:36 PM
What if SABER hasn't landed. They could just redirect their transports at us.

Empiremaker
Nov 21, 2008, 09:25 PM
If SABER has taken more than a couple of Council cities, build it. If only a couple or none have fallen, hold off on building it.

Elephantium
Nov 22, 2008, 02:44 AM
They haven't landed yet. I peeked at the save.

They have some transports just south of Council-land.

CommandoBob
Nov 22, 2008, 10:29 AM
They haven't landed yet. I peeked at the save.

They have some transports just south of Council-land.
Ah, that's good to know.

No UN rush this turn. It is too early. Fear, Uncertainity and Doubt (FUD) shall reign for a short time longer. :woohoo:

Plus, that means I don't have to scrap what I've written so far about the Saber-Council war. :D If Saber had landed and we had to build the UN, well, there goes most of the story line. :cry:

Note: In The Council thread I'm still working on the story and adding to it. It is at the bottom of page 30, I forget the post #. I sorta like doing it this way since I can see/post what I have written and check it for typos and such. What I did was post a rough draft of the story, then I've edited it and added more story.

CommandoBob
Nov 29, 2008, 07:19 PM
Sent to Saber after Turn 239 was played but before it was sent to Babe.

Dear Orange Avengers,

It took some doing, but we were able to unload a stack onto The Council's land as we discussed earlier.

We had to do some fast talking with The Council in order to pull this off. We wanted to send several boatloads to them, claiming to be reinforcements, but they would not allow that. It finally came down to one transport of units: at most 6 Tanks. Even our escort was minimal; one Destroyer and one Cruiser.

We claimed that we fumbled the load and stuck in a settler instead of a Tank but did not see that mistake until just now, when we unloaded everybody.

We just sent this to them trying to explain:

Dear Wise People of The Council,

We made a mistake in the units we sent to you to help repel the immenent Saber invasion. Somehow we loaded Settler106 into the Lydia Sutherland. So instead of 6 Tanks there are only 5.

We didn't see this until we unloaded the Lydia Sutherland. I hit 'L', and then 'Unload All' as I was glancing down the manifest and before I saw the settler.

With the Saber invasion ready to land at any time, this was not the time for such a mistake!

:wallbash: [pissed] :suicide:

Next turn Settler106 will load back into Lydia Sutherland and sail back to FREE.

:blush:

Sincerely yours,

Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...


All we need is just one turn. Five Tanks should be enough to hold out. They have only one tile for land attacks and we are on a hill. We will move the Destroyer and Cruiser into the city for some extra defense, too.

Sincerely yours,

Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...

CommandoBob
Dec 11, 2008, 09:45 PM
We need to send a note to Saber explaining about our 'debacle' at Free The Council. We need to, but at the moment, I'm out of ideas.

We do have two Cruisers that can help shell the units on Subcommitte Island of The Council. Screenshot is in the turn log thread for Turn 241.

Saber has not invaded The Council's mainland and that is not good for us. It means everyone is getting stronger. (The Council just moved up to Average compared to us.) It also means that if/when we do invade Saber's mainland, those units, if not involved in invading The Council, are free to sail home and defend the core or to try to invade Free.

Saber has 17 Transports. We can only see 8 of them. The ones we cannot see should worry us the most.

Next turn (242) we will have 10 Transports we can load and sail to Saber to invade on Turn 243. But if Saber has not committed to The Council's invasion, we may have to 'invade' The Council lto get Saber to invade. And that won't be easy to do.

The Council has only three transports, not nearly enough to help us. I don't think that Transports can be captured, either, so we can't get The Council to 'lose them in battle' to us.

Elephantium
Dec 12, 2008, 08:28 AM
I don't think SABER is fooled by our fake Council war. They should have invaded by now.

CommandoBob
Dec 12, 2008, 09:09 AM
I don't think SABER is fooled by our fake Council war. They should have invaded by now.
That is what I feared.

Now what?

In an arms race, we are all pretty equal. We are all equal in military power, if not in force distribution.

Need to rethink our plans and strategy. It seems like we are at a dead end.

Empiremaker
Dec 12, 2008, 09:46 PM
We may need to try a real invasion and eliminate the Council to win the UN.

I think SABER should be given 1 more turn. They could have landed last turn, and this turn they will start invading cities.

CommandoBob
Dec 12, 2008, 10:08 PM
We may need to try a real invasion and eliminate the Council to win the UN.

That we may have to do. It may be the only way to get Saber to invade; that is, we go first.

We can try to have our invasion fleet meet up with theirs. Then they will see that we mean business. (But that would probably mean invading far from our shores and easy resupply. Coastal Geeks is a good place to sail from and only two turns to The Council.)

I think SABER should be given 1 more turn. They could have landed last turn, and this turn they will start invading cities.
I sure hope so.

CommandoBob
Jan 25, 2009, 06:25 PM
On Turn 247 we planted a spy in Saber.

On Turn 247 Saber's government was Republic (open information on F3).

On Turn 248 Saber's government was Anarchy. :eek:

Feudalism, Facism or Communism? Could be Monarchy.

remake20
Jan 25, 2009, 07:48 PM
I don't know. I don't remember the government bonuses.

Empiremaker
Jan 25, 2009, 08:14 PM
My bet would be Communism. Their BABE cities would become productive. Hopefully we can strike in 5-7 turns. We can hope they got 9 turns. :worship:

CommandoBob
Jan 26, 2009, 09:44 AM
On Turn 247 we were five turns away from Stealth. We've got several more vMarines in play than before.

The element of surprise will be tricky.

Do we need a thread to focus our thoughts on this invasion?

Elephantium
Jan 27, 2009, 12:51 AM
Ack! We should strike while they're in anarchy - the attrition effect will hurt them SEVERELY.

remake20
Jan 27, 2009, 07:39 AM
Yes, agreed

CommandoBob
Feb 20, 2009, 06:34 AM
Just received from Saber, after their Turn 254 and before our Turn 254 (message was sent with the save).

Dear Allies,

We fear that we have failed in our quest to prevent Council's launch. Although we accomplished our initial objective of taking away their 11-tile island, they unexpectedly secured another source of rubber out of our range. Even if we had the firepower to be able to conquer The Old Gong Isle, we would not be able to send that firepower that far away while we had to worry about another team (like Babe, for example) attacking our homeland while our troops were away.

Since there is nothing more we can do against Council, we have begun peace talks with them and hope to reach agreement shortly. In further bad news, we have determined that the Council already has both the Laser and Robotics and have had both for some time. You can verify this the same way we determined it - by checking the price of stealing a tech from Council (assuming you still have your spy there).

Time is very short, and Team Saber sincerely apologizes for our failure to keep Council from securing rubber, but we wish you the best of luck in wresting The Old Gong Isle from Council. The fate of the FREE world rests in your hands.

Team Saber

Empiremaker
Feb 20, 2009, 08:42 AM
If someone wants to blockade their island we could stack a privateer with a battleship around all the tiles. They would only get their rubber with an airport.

Still, the Council can't do anything without getting out of mobilization (only by making peace with SABER or BABE). This will give us at least two turns of warning, enough that we could hit them hard.

CommandoBob
Feb 20, 2009, 09:28 AM
1. If Saber makes peace, The Council will leave Mobilization, right? And thus could build things besides units. Not sure why Saber would do that; sorta like throwing in the towel.

2. How would Saber know if we had a spy in The Council?

3. I think that when we lost our Oil in Babe then The Council gained a new Rubber. Not sure; seems likely.

4. Old Gong Isle? The one that they settled because we didn't, off NW Gong? It didn't have any resources, not as I remember.

5. Gotta tweak my avatar. That 100x100 size is just way too :cool:

remake20
Feb 20, 2009, 09:47 AM
That letter does sound a bit odd. Why would they make peace, when if they stay at war the COUNCIL can't build the spaceship. They should of put more thought into it.

Empiremaker
Feb 20, 2009, 10:29 PM
1. If Saber makes peace, The Council will leave Mobilization, right? And thus could build things besides units. Not sure why Saber would do that; sorta like throwing in the towel.

This is fishy. Maybe they think that BABE did so. Plus The Council would still get WW from SABER.

2. How would Saber know if we had a spy in The Council?

Educated guess

3. I think that when we lost our Oil in Babe then The Council gained a new Rubber. Not sure; seems likely.

When one disappears, only another of the same type will appear.


4. Old Gong Isle? The one that they settled because we didn't, off NW Gong? It didn't have any resources, not as I remember.

Didn't the Council take an Island from SABER? I think they mean that island.

Elephantium
Feb 20, 2009, 11:50 PM
Perhaps they were planning on double-crossing us, and it's time for their phony war with the Council to end?

Or maybe this is their way of trying to push us into doing something decisive. Clearly, whoever commits to smashing the Council will be at a marked disadvantage in the ensuing FREE-SABER war; they'd prefer to start off that tussle with the upper hand.

CommandoBob
Feb 21, 2009, 03:41 PM
The island that The Council settled off the Gong coast does contain Rubber. If Saber is upset at us for that, they are justified. We made no effort to settle that spot.


EDIT:
However, nothing stopped Saber from taking it back. Unless they expected us to do that, since we were at war with The Council.

Hmm.

Since we were at war with The Council and did nothing about that island when we could have (and I forget when it was settled) that must have reinforced to Saber that our war with The Council was rather phoney,

We've done nothing in regards to taking down The Council and we've threaten their (Saber's) shores once.

Maybe they are afraid that if they invade The Council we will invade them?

Empiremaker
Feb 22, 2009, 09:41 AM
I think that if we look at from SABER's perspective, they know that they cannot get an alliance with Council against us. Whomever we chose goes from 33% odds of winning to 50%. Regardless, I would prefer the Council to win over SABER.

CommandoBob
Feb 22, 2009, 10:10 AM
Hmm.

Do you think that Saber would vote for us in the UN, in order to prevent The Council from winning?

EDIT:
Given the right preconditions, that is.

Empiremaker
Feb 22, 2009, 02:03 PM
Hmm.

Do you think that Saber would vote for us in the UN, in order to prevent The Council from winning?

EDIT:
Given the right preconditions, that is.

Only if they cannot win. But if we invade them, they probably won't want us to win either.

CommandoBob
Apr 24, 2009, 10:45 AM
Just received from Saber, along with Turn 265

Team FREE,

The final countdown has begun! The Council completed researching Space Flight. That might be a hint of what they are trying to do. We expect them to launch their Space Ship with the next ten turns, which gives a really nice number for a countdown, don't you think? They do need only two more techs! As you probably know, there is a small island a wee bit off your home continent that supplies them with rubber, which is ONE of the resources needed to build this darn Space Ship (and nice military units of course). Denying them this source of rubber should be in the interest of EVERYBODY (except The Council of course).

Feel FREE to help FREEing the world of the threat of an upcoming Spaceship launch by The Council!!

End of submission!
Calis as the voice of
Team SABER

CommandoBob
Apr 24, 2009, 10:46 AM
How do they know this? And how can we verify it?

Empiremaker
Apr 24, 2009, 10:25 PM
How do they know this? And how can we verify it?

Ask the Council for Space Flight, with the following reasoning: If SABER sees us get Space Flight, they may get nervous and not have a well-planned invasion. Plus we confirm if The Council has Space Flight.

CommandoBob
Apr 26, 2009, 09:12 PM
Received from Saber while we held Turn 265 (but not seen until the Turn was played).

Team FREE,

Our great - yet a bit slow - investigator just recognized that the situation is even more dicey than we first thought:

The three SS parts that can be built after researching Super Conductors and Satellites do not even need rubber. That means, if The Council is going to complete Apollo next turn (which is rather likely), they can start the builds of the part(s) that need rubber and after that it doesn't matter, if they still have rubber available, or not.

In conclusion - as we see the situation - immediate action is in demand...

As such action, we suggest immediate carpet bombing of Council's core with all available aircraft and preparing an assault on their homeland ASAP as Saber is currently doing.

Calis as the voice of
Team SABER

CommandoBob
Apr 26, 2009, 10:27 PM
My last letters to Saber were all about our grand invasion of The Council. I don't think they will believe anything I say.

My mental letter to Saber in response what we received before the turn had these main points (but not in this order):

Indifference to The Council's possible win.

Even if Free didn't win, The Council did, and we've been friends with them a long time. We could live with that.
The game would be over and done with. (Free at last!)
Saber didn't win.

Rubber is needed to build only one piece of the spaceship, the Exterior Casing.

Invade the Old Gong Isle if you want, we don't care.

Prove what you say.

Words aren't good enough.
Show us what you know if you want us to really attack The Council.



With their second letter I was planning to add:

We moved our ships between The Council and Saber towards the ends of the Saber-Council sae.
We cannot inform The Council on what we do not see.


Those were my thoughts on a reply.

I was hoping to get Saber to capture The Old Gong Isle and then invade Gong, so that we could build the UN. We would need to move Babe or gift them another city, so the plan wasn't fully completed. However, if Saber is bombing The Council as they say, they might invade. They have the Armies and transports to do it. And that works in our favor also.

Empiremaker
Apr 26, 2009, 10:35 PM
We've never been timely with out letters, so we can stall until we are ready to invade them. When we launch our fleet, we can show them were ready to invade (with a cropped screenshot). Hopefully they'll send troops, making our landing easier.

CommandoBob
Apr 28, 2009, 09:13 AM
PM I received from Marsden of Saber, sent yesterday, April 27, 2009 at 8.09 pm. Or maybe that is when I opened it. Anyway, that is the timestamp on the message.

Hi, Art.

Are you guys still in this or what? I'd like to win, are you satisfied with Council winning? Or do you have a plan, I hope.


Just checking in, my best to Mrs. bob. :wavey:

Empiremaker
Apr 28, 2009, 09:48 AM
Could the invasion be launched this turn? If so, tell them we're sending a fleet, and show the screens to prove it. We just won't tell them the fleet's true destination.

CommandoBob
May 09, 2009, 05:37 PM
I have received two Notifications from Cyc of Saber regarding our intentions. Unfortunately, I cannot find the messages to post them here.

Notifications are a new feature. I'm sure I'll find the messages in due time, but I wanted it in the record that we have had some contact with Saber before I opened their latest email.

The last communication with Cyc occurred as I was about to leave town.

CommandoBob
May 09, 2009, 05:39 PM
Received from Saber with Turn 267.


Dear Team Worry-FREE :smoke:,

It has been about 30 turns since Saber first started ranting about the dangers of a Council space launch. For reasons of your own, you opted not only not to help Saber prevent it, but you actively aided Council. You gave them war happiness to keep their luxury spending down; you gave them a source of rubber that Saber cannot take away; and you threatened Saber’s mainland so we could not commit all our troops to attacking Council. In return, you apparently gained a promise from Council that they would not launch/would not research Space Flight/would not do something before a certain date or occurrence so that up until now, Council has not researched nearly as quickly as they are capable of.

All that is water under the bridge. Council now has Space Flight and is less than 10 turns from launching. It must be obvious to you by now that you have no chance of reaching any victory condition before Council launches. It should also be obvious to you that Saber will not be able to delay the launch on our own. It is probably already too late to stop the launch even if FREE and Saber work together, but we would like at least to try.

We need effective communication and close cooperation to have any chance of preventing an easy Council victory, and yet you still fail even to acknowledge our letters. Please let us know how you plan to stop Council ASAP or at least let us know that you have given up and will not try so that Chamnix (and CommandoBob) can stop wasting time trying to play the save carefully.

Team Saber

Empiremaker
May 09, 2009, 10:16 PM
I guess the fundamental question is how close is The Council to launching. If we attack the council and eliminate their space potential, SABER can easily attack us, but if we attack SABER, the Council could launch or attack us. I think we need to attack SABER ASAP. Like launch next turn, and tell SABER were sending a fleet to the Council, but in reality send the fleet to SABER.

CommandoBob
May 18, 2009, 07:50 PM
Sent to Saber while we held Turn 269 but before we played the turn:

Dear Comrades in Orange,

Please forgive our tardiness in replying. I was out of town for a week and then had computer issues when trying to play Civ3, so Elephantium played in my place.

Regarding The Council
We are concerned about The Council sneaking off-planet, but we don't share your level of interest.

Granted, we (Free and Saber) have not a history of working together, so we don't exactly trust each other. We have dealt with The Council for many turns. We expect them to play to win, just as both of us are doing.

But unless you can provide us with some proofs (some things that we could verify on our own) I don't think that the people of Free are going to sanction Free invading The Council.

Things could change, however.

Sincerely yours,

Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...

CommandoBob
May 19, 2009, 05:10 PM
Received from Saber while we held Turn 269.

Dear Team FREE,

I am sending you this note without my teammates having seen it first because you have the save, and every turn is crucial at this point. You can verify Council's tech path in game using two bits of information:

1. The cost for you to research a tech.
2. The cost for you to steal a tech.

For example, check your saves for turns 264 and 265. On turn 264 you will find that researching Space Flight would take you 9000 beakers. On turn 265, researching Space Flight would take approximately 7700 beakers. From this drop, you can tell that someone completed Space Flight on that turn.

On turn 264, an immediate steal of a tech from Council would cost us 1,674 gold. On turn 265, an immediate steal of a tech from Council would cost 1,698 gold. This increase means that Council picked up a tech on that turn. You can also check the cost of stealing a tech from Saber - it will not have changed from turn 264 to 265 proving that it was not Saber who completed Space Flight.

Team Saber does not have nuclear power or miniaturization, so we cannot directly test the beaker cost of The Laser or Robotics, but every time the cost to steal a tech from Council increased, it means they learned something, and it is not that hard to guess what they researched. It is absolutely certain that they have only to research Superconductor and Satellites before they can launch.

I am sending you this quick note in the interest of time, but if you need more details (for example, specifically which turns to look at) or a more thorough explanation of how to check costs, please let us know ASAP, and I or one of my teammates will be happy to provide it.

Of course Council is playing to win as are we all, but the difference is that while Saber and FREE are not close to winning, Council is about to reach a victory condition unless Team FREE develops some interest in stopping them immediately.

Chamnix
Self-Proclaimed Spokesman for Team Saber

Elephantium
May 19, 2009, 06:39 PM
Let's be direct, shall we?


------------------


Dear SABER:

We're concerned that, if we invade the Council as you wish, you'll turn around and invade us while we're doing your bidding. What assurances can you offer against that scenario?

Empiremaker
May 19, 2009, 07:42 PM
Let's be direct, shall we?


------------------


Dear SABER:

We're concerned that, if we invade the Council as you wish, you'll turn around and invade us while we're doing your bidding. What assurances can you offer against that scenario?

Why threaten them with anything? It would be better to show them screenshots of an an invasion fleet, tell SABER its going to The Council, and invade SABER and get domination before The Council launches.

CommandoBob
May 19, 2009, 09:39 PM
Just sent to Saber in while we still hold Turn 269.

Dear Comarades in Orange,

Thank you so much for your quick reply. That does give us a way to check on The Council's tech progress.

It had not occurred to me to use the price to steal techs as a way to gauge if a tech had been learned. I tend to use CivAssisst II for such things, but I haven't been able to open a save from this game since Turn 227/228. I emailed the mods back in March but have heard nothing in reply.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing

CommandoBob
Jun 01, 2009, 07:39 AM
Received from Saber with Turn 271.

Dear Team FREE:

Here is a picture of our latest recon over Councilland so you can see which tiles have already been hit, and which ones you should aim for. As you can see, we have done some damage, but we haven't really been able to slow Council's research ability so far (check the cost of stealing this turn - Council now only needs 1 more tech :run:), but hopefully with the 2 of us working together, we will still be able to stop them in time.


http://i374.photobucket.com/albums/oo183/Chamnix/th_CouncilFREE.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=CouncilFREE.jpg)

Please let us know which tiles you hit so we don't waste recon missions over already destroyed terrain.

Thanks

Team Saber

The image is very revealing. It can be enlarged, also.

CommandoBob
Jun 02, 2009, 07:40 PM
Not sure what it is worth, but...

in the bottom left hand corner of the image Saber's ships are visible. An Aircraft Carrier is active, 4SW of The New Yard. 1N of the AC is a Cruiser?

CommandoBob
Jun 02, 2009, 08:22 PM
Proposed letter to send to Saber before we play Turn 271.

Remember, we need Saber to invade The Council and make The Council lose hope of winning before they (The Council) will vote for us in the UN, which we can rush with our SGL outside of Freedom Central.


Dear Comrades in Orange,

The Council's Space Ship victory appears imminent, but not yet a given. FREE is quietly pleased at their desire to sneak off planet and their ablility to get so close, but is not ready to concede the game to them at this point.

If Saber's calculations are correct, and only one tech is left, then we have a few turns that need to be spent wisely.

From what we have heard from The Council, the bombing is affecting War Weariness, which in turn will slow down their research. We suspect that they cannot learn a new tech in 4 turns, and even 5 turns will be very difficult. Not impossible, just difficult.

One key feature of the Space Ship is that it is built in the capital. Knowing where it will be built and when it will be built, we can kill it before it launches.

We will have ships and units heading towards The Chamber next turn. It will take them about four turns to get into place. We feel that if The Council does learn this last tech on that turn, they will build their space ship. Let them. We can capture their capital and destroy that rocket while it is still on the ground. If they do not learn it that turn, we just hang around, waiting until they do.

If we capture their capital too soon, the capital city just changes, and the new capital may be out of reach.

To do this we need two things from Saber. First, of course, is accurate information about when The Council learns this next tech. Second, the cities on their east coast need to be lightly garrisoned. The best way for that to happen is that Saber invades The Council.

We've expected an invasion the last two turns, somewhere around The Nursery. That city is very far from The Chamber. It is possible that you could capture their capital in only a few turns, but we don't see how. And The Council won't stop trying to win just because you invade. If anything, they will try harder.

While we don't want The Council to win, no one seems very supportive of a general war with them.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

Empiremaker
Jun 03, 2009, 07:32 PM
I think the first line would sound better like this (couple of minor edits), otherwise I think it sounds good:

The Council's Space Ship victory appears imminent, but not yet a given. FREE is quietly pleased at their desire to sneak off the planet so that we can be rid of them and their ability to get so close, but is not ready to concede the game to them at this point.

CommandoBob
Jun 03, 2009, 11:00 PM
Amended letter to send to Saber before we played Turn 271.


Dear Comrades in Orange,

The Council's Space Ship victory appears imminent, but not yet a given. FREE is quietly pleased at their desire to voluntarily remove themselves this planet and is impressed at their ablility to get so close to that event, but is not ready to concede the game to them at this point.

If Saber's calculations are correct, and only one tech is left, then we have a few turns that need to be spent wisely.

From what we have heard from The Council, the bombing is affecting War Weariness, which in turn will slow down their research. We suspect that they cannot learn a new tech in 4 turns, and even 5 turns will be very difficult. Not impossible, just difficult.

One key feature of the Space Ship is that it is built in the capital. Knowing where it will be built and when it will be built, we can kill it before it launches.

We will have ships and units heading towards The Chamber next turn. It will take them about four turns to get into place. We feel that if The Council does learn this last tech on that turn, they will build their space ship. Let them. We can capture their capital and destroy that rocket while it is still on the ground. If they do not learn it that turn, we just hang around, waiting until they do.

If we capture their capital too soon, the capital city just changes, and the new capital may be out of reach.

To do this we need two things from Saber. First, of course, is accurate information about when The Council learns this next tech. Second, the cities on their east coast need to be lightly garrisoned. The best way for that to happen is that Saber invades The Council.

We've expected an invasion the last two turns, somewhere around The Nursery. That city is very far from The Chamber. It is possible that you could capture their capital in only a few turns, but we don't see how. And The Council won't stop trying to win just because you invade. If anything, they will try harder.

While we don't want The Council to win, no one seems very supportive of a general war with them.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jun 06, 2009, 07:14 PM
Recieved from Saber while The Council held Turn 272.

Team FREE:

Even if Saber agreed to your proposed plan, it would not work for at least 3 reasons:

1. Timing. You do not get a chance to destroy the spaceship once it is built. If Council completes it, then they will launch before you get another turn. For example, suppose Council completes the last required tech on their turn 276. They flip 10 prebuilds to spaceship parts to complete on turn 277. If you capture their capital on your turn 276, then you have destroyed nothing since no parts have been built yet. Their capital moves to a new location, and all spaceship parts still complete on turn 277. If you wait until the parts complete, then they launch on turn 277, and you never get a chance to attack. FREE and Saber lose.

2. Military might. Even assuming Council mistimes their prebuilds, and you have one turn to sack their capital, Council is well aware that the spaceship is built in their capital. No matter how many units Saber has in Council’s hinterland, Council can pile all their units in their capital for the final turn, so unless you are bringing enough units to kill over 150 Council units with 100% metropolis defensive bonus, you will fail to take their capital, and FREE and Saber lose.

3. Short term tactics. Even assuming Council mistimes their prebuilds, and Saber miraculously manages to kill 90% of Council’s units in the next 3 turns so FREE is capable of capturing Council’s capital, then your plan still won't work. Council can prevent you from reaching their capital simply by abandoning any coastal cities within range of your transports. FREE would then have to take one turn to unload their boats and would not be able to move those units on that turn. Since you are waiting until the last possible minute to attack, that one turn delay means you won’t get a second chance. FREE and Saber lose.

We understand your goal of trying to get Saber and Council to do lots of damage to each other while FREE coasts to an easy victory, but it won’t work. Your effortless conquest of a team that built nothing but culture seems to have made you think all multiplayer wars are easy and can be won quickly. They are not, and they can’t. If you insist on refusing to take part until it is too late, then you will feel really dumb as you are choking on rocket exhaust when the game is over. At least Saber will have the small consolation of knowing that we did everything we could.

Once again, we implore you to start participating in this war immediately so FREE and Saber each have some chance to win this game.

Team Saber

CommandoBob
Jun 11, 2009, 11:48 PM
Sent to Saber, after playing Turn 272 but before sending it to Babe.


Dear Friends in Orange,

Your response to our plan wasn't what we expected. Insightful and instructive, true; just not what we expected. We thought we had a pretty good plan, but it had some flaws.

This is probably not a surprise to you, but The Gulag will complete The Apollo Program in three turns. We spent some cash and took a look inside the city. We've attached the modified screenshot to this missive.

The Council will build The Apollo Program on Turn 275, convert their prebuilds to space ship parts on that turn and hope to survive until Turn 276. Capturing the capital won't stop their launch, but, if accomplished, would delay it, since it surely have a space ship part ready to finish. Currently it is building Battlefield Medicine.

As a plan, well, it is not a surefire Council killer, but it is a start in that direction.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...


Attached image:

xsGulag268

http://i15.photobucket.com/albums/a358/Box180295/MTDG2/The270s/272/xsGulag268.jpg

CommandoBob
Jun 16, 2009, 08:02 PM
Received from Saber shortly after they sent us Turn 273.

Dear Team FREE,

Excellent work on your peek at The Gulag! The next time Team Saber receives the save, the Council should be down to 1 turn until completion. We would love to sabotage their production and throw off the timing of all their prebuilds. As you know, sabotage is very expensive – we expect it will cost over 10000 gold next turn with Council’s accumulation of 1 more turn’s shields.

If you would be generous enough to split the cost, we will use our veteran (communist) spy to see that the Apollo Program does not get built as Council planned. If you could send us 5000 gold this turn, then it will help buy us some much-needed time at this crucial part of the game.

Team Saber

P.S. On this turn we bombed some of The Bayou’s high food tiles and also noticed you had several ships in the area. If you move those ships onto The Bayou’s coast and sea tiles, then they should cost the Council lots of commerce and maybe even cause starvation in The Bayou. You can move them all back out before the end of your turn, but note that you must cover as many tiles as possible at one time – moving just one ship from tile to tile will not work.

CommandoBob
Jun 18, 2009, 09:36 PM
Sent to Saber, after playing Turn 273 but before sending it to Babe.


Dear Friends in Orange,

Sabotage! What a neat idea.

We'll gladly support your efforts in that area. We sent 4000 gold this turn towards that and we'll send the remainder once the mission is done and the final cost is known.

Also, one of our eagle eyed players noticed that The Council had no Aluminum connected at this time. We're pretty sure you know that already, but wanted to be sure that you did.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jun 21, 2009, 04:11 PM
Received from Saber with Turn 274.

Dear Team FREE:

Thanks to your help, we have successfully delayed the Council’s space program for a bit:

http://i374.photobucket.com/albums/oo183/Chamnix/th_SabotagetoFREE.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=SabotagetoFREE.jpg)

The final cost was 9672 gold.

Our contacts have informed us that the following Council cities are the most relevant to their attempted launch. The numbers are their current shields accumulated as of turn 274 and the estimated spt each city is generating:

The Aerie: 475 + 50
The Arboretum: 476 + 42
The Chamber: 358 + 64
The Treasury: 190 + 46
The Admiralty: 252 + 38
The Silo: 142 + 46
The Igloo: 168 + 40
The Institute: 94 + 47
The Meeting Room: 268 + 27
The Nursery: 178 + 4
The Shallows: 180 + 1
The Marina: 156 + 4
The Gulag: 0* + 60

Even after the successful sabotage in The Gulag, it appears Council is just 4 turns away from completing Apollo and all 10 spaceship parts and launching. We believe that it is of critical importance to delay the Apollo Program for as long as possible. It is possible that they will change The Arboretum or The Aerie to Apollo right away, in which case we must sabotage that production next turn. If you could please send us the 836 gold owed from the sabotage of The Gulag plus an additional 4000 gold as a down payment on the next sabotage, then we will be ready to sabotage any city that approaches completion of the Apollo Program to continue to buy as much time as possible for our attacks.

With many thanks,

Team Saber

CommandoBob
Jun 25, 2009, 08:34 PM
To build a Space Ship these parts are needed:

640 shields (2): Engine (Space Flight/Aluminum), Exterior Casing (Synthetic Fibers/Aluminum & Rubber)
320 shields (4): Cockpit (Space Flight/Aluminum), Life Support (Superconductor/Aluminum), Statis Chamber (Robotics/Aluminum & Uranium), Thrusters (Satellites/Aluminum)
160 shields (4): Docking Bay (Space Flight/Aluminum), Fuel Cells (Superconductor/Uranium), Party Lounge (The Laser/Aluminum), Storage/Supply (Synthetic Fibers/Aluminum)

Apollo Program is 500 shields.

Based on the numbers that Saber has provided I see these things happening:
Turn 275 (The Council): The Aerie changes to build The Apollo Program. The build should complete (over 500 shields gathered). Not sure what The Arboretum is building, perhaps Battlefield Medicine, which it will complete on Turn 275. Whatever it is building (and it is not a Great Wonder) the most expensive non Space Ship part is 500 sheilds for either the Apollo Program or Battlefield Medicine.

Turn 275 (Saber): sees that The Aerie is building Apollo Progam and sabotages it.

Turn 276 (The Council) The Chamber switches to the Apollo Program, which completes in 2 turns.

Turn 276 (Saber): again sabotages the Apollo Program.

But, lets consider the cash involved.

Turn 274: Saber/Free gold = 24, 874 gold (Saber 11075, Free 13799).
Sabotage: 9672 gold.

We can sabotage the Apollo Program probably once more (Turn 275) before it completes. Three attempts will cost 29,000 gold and we won't have that kind of money.

Once Apollo completes, The Council can move 6 workers onto the Aluminum hill, protected with a lot of military units (too many for Saber to kill by air), survive that turn of air attack (7 carriers, 4 aircraft per carrier, so 30 land units for defense), and then connect Aluminum up on their turn to be able to build their Space Ship. Even if the Aluminum is later disconnected, the builds continue.

If the cities were captured, however, the story is different. Then the builds do not complete.

Hmm. A lot to consider. Don't really want to invade a friend....

CommandoBob
Jun 25, 2009, 11:08 PM
Sent to Saber after playing Turn 274 but before sending the game to Babe.


Dear Friends in Orange,

We have sent 4836 gold to you to unman the Apollo Program.

Whichever city The Council's selects to build The Apollo Program, it can be stopped. And maybe, just maybe, a third build can be sabotaged, too. But after The Aerie and The Arboretum, The Chamber can complete that small wonder in 3 turns (from now) and we won't have enough cash left to stop it.

Just food for thought.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jun 27, 2009, 09:20 PM
This PM I received from Saber member Cyc while The Council held Turn 275. (June 27, 2009 at 7:26 pm, since this was a PM and not an email to the team.)

Hey Mr. Bob,

Thanks for the 4000 gold. And we'll appreciate the 4836 gold (with accept) with the next save. We here at the Saber gentlemen's club are not hanging around for the beer and the girls. We mean to put a major dent in the Council's plans.

We do need you to start bombing and land your assault on the beach to move toward the Chamber. If you ncan take the Chamber, our assault will surely receive a bonus turn. The launch will be knocked for a major delay, and we'll both stand a damn good chance of extending the game long enough to win it. But we need your help.

Please send the gold and start your assault. Let's work as a team to snuff out this launch for good.

Cyc

EDIT: Evidently Cyc has not checked the Saber email account. Our letter was sent June 26. 2009 at 12:08 am.

Empiremaker
Jul 04, 2009, 07:48 AM
Dear Team FREE:

As you may have already noticed, we have sent you a gift of incense.
Hopefully, if your citizens start to become weary of war with our
common archenemy, then the pleasant aromas will soothe them.

Thanks to your generosity, we have successfully sabotaged production
again, this time in The Chamber:

http://i374.photobucket.com/albums/oo183/Chamnix/th_ChamberSabotage.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=ChamberSabotage.jpg)

We noted that The Arboretum and The Aerie both have over 500 shields,
and neither was set to the Apollo Program, so we believe these cities
are working on the 640-shield spaceship parts. Our sources indicate
that The Chamber was due to reach 500 shields in 2 turns, and we felt
it was better to perform the sabotage this turn instead of waiting
until next turn and having to pay 1200 more gold for it. The sabotage
this turn cost 8452, so we would appreciate the additional 226 gold to
make our costs equal. Additionally, if you still have gold available,
then we will continue to monitor closely Council’s cities and sabotage
wherever the Apollo Program will be built.

We believe the following cities are the biggest current threats to
complete Apollo (assuming Council does not use The Aerie or The
Arboretum), in order: The Gulag, The Chamber (apparently our sabotage
only destroyed ½ of their accumulated shields :confused:), The Igloo,
The Silo. If you concentrate any available bombing runs on those
areas, then it might buy us enough time for our landing party to
arrive and do at least some damage.

Finally, we noted a rare Council ship outside of the protection of
their cities. If you have any ships in the area, it could be a good
way to sink a Council lookout for minimal risk.

http://i374.photobucket.com/albums/oo183/Chamnix/th_CouncilDestroyer.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=CouncilDestroyer.jpg)

Your friends,

Team Saber

10 characters

CommandoBob
Jul 10, 2009, 01:20 AM
Sent to Saber after we played Turn 275 but before we sent it on to Babe.


Dear Friends in Orange,

We saw your gift of Incense, but we declined them. Right now war weariness is not a problem.

We have sent the 226 to finish off the second sabotage attempt and 4000 more for the next attempt. It will be a few turns before we have enough cash to help with another attempt.

We did find the Destroyer you spotted. It is now at the bottom of the sea.

We gained another source of Uranium at the end of the turn. We have no idea who lost it.

Sorry to be so short and terse, but I was not able to play the turn until after midnight local time (packing up Grandma's house and dealing with the emotional fallout of my wife's family had to come first).

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Aug 01, 2009, 08:26 AM
Received from Saber with Turn 277.

Dear Allies,

We have some terrible news this turn – Council exposed our spy, and we failed on our attempt to replant. Our city information will no longer be as accurate, and we will be unable to perform sabotage missions until we replant.

The only good news is that there are only 2 Council cities that could possibly have 500 or more shields accumulated by Council’s next turn – The Arboretum and The Aerie. We noted that The Aerie is set to the United Nations, so The Arboretum is the only immediate threat. We urge you to investigate The Arboretum and sabotage its production if it has been changed to the Apollo Program (assuming you still have your spy or manage to replant). If the Council succeeds in building the Apollo Program right now, they will be impossible to stop. We have sent you 10000 gold – 4000 of it is your gold being returned, and the rest should be more than enough to enable you to sabotage safely. Please let us know what the final cost is, and return gold so that we each pay half. In fact, it may be best for you to send excess gold to us - if Council switched The Arboretum to Apollo this turn, and you sabotage it, then most likely they will switch the Aerie to Apollo next turn. If we succeed in replanting our spy next turn, then we will sabotage The Aerie; if we fail to replant, then we will send you all the gold to attempt sabotage on your turn. As an aside, if it turns out that The Arboretum is constructing the Apollo Program, then if you have bombers in range, it is worth attempting to knock the city down to size 12 to make the sabotage attempt considerably cheaper.

In other news, Council has found a way to thwart our planned landing once again, so we have had to move on to Plan D. How long do you anticipate it being before you will be sending troops toward Council’s mainland? Even if you are not planning to land, just having your transports in an area where they threaten Council’s cities would provide Saber’s mission with a little bit of hope.

Unless, of course, your transports are in the area of The Old Gong Isle to take Council’s only source of rubber. Quite frankly, we have never understood why you haven’t captured that island a long time ago, but your plans are your own. If you are planning to attack there, then by all means go ahead – that plan has a much greater likelihood of success than Saber’s desperation gamble on Council’s mainland would have.

One final request – since Saber is operating blind currently, we would very much appreciate it if you could inform us when you destroy a Council factory or power plant, bombard a tile improvement, or kill a citizen. With this information we can keep our intelligence operation a little more accurate until we get it fully functioning again.

Thanks much

Team Saber

Empiremaker
Aug 03, 2009, 05:49 PM
Unless, of course, your transports are in the area of The Old Gong Isle to take Council’s only source of rubber. Quite frankly, we have never understood why you haven’t captured that island a long time ago, but your plans are your own. If you are planning to attack there, then by all means go ahead – that plan has a much greater likelihood of success than Saber’s desperation gamble on Council’s mainland would have.


This is a good point - hopefully they will have fewer submarines near there and it should be in range of our stealth bombers.

CommandoBob
Aug 07, 2009, 02:14 AM
Sent to Saber after we played Turn 277 but before we sent the Turn to Babe.


Dear Friends in Orange,

Bad news and minor good news.

Bad News
We were not able to plant a spy on The Council. Thus, no sabotage of any production. We are sending back the 10000 in gold.

Minor Good News
We saw that The Council had reconnected their Aluminum. It is now disconnected.

Personal Note
Getting ready for the estate sale of my mother-in-law has taken more time than I imagined and greatly cut into CivIII time. The estate sale is tomorrow (actually, later today) and Saturday. After that I should have more time to give to this game and others.

Sincerely yours,

Art Parry
aka CommandoBob


Let FREEdom ring,
Let the white dove sing...

CommandoBob
Aug 16, 2009, 04:45 PM
Recieved from Saber while we held Turn 278 but before we played our turn.


Dear Allies,

We have grim news regarding the war effort. We managed to replant our spy and learned that Council has completed the Apollo Program and has 8 cities set to complete spaceship parts next turn. The Aerie was due to complete one of the 640 shield parts, so we attempted to sabotage there:

http://i374.photobucket.com/albums/oo183/Chamnix/th_Sabotage-2.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=Sabotage-2.jpg)

The attempt cost us 12920 :cry:, so the current tab is that you now owe us 2460. Obviously the situation is desperate. We must prevent Council from completing the remaining 640 shield part. Before our spy was executed, his final message was that the following cities were the most likely candidates for the final part: The Arboretum, The Igloo, The Silo, and The Admiralty. We killed 1 citizen and destroyed the courthouse of The Arboretum.

We have continued to poke at Council’s defenses, but we have not yet found a way to attack successfully. We believe that we may have to use the nuclear option. If we can obtain Space Flight, would you be willing and able to build The Manhattan Project?

A couple other bits of information we picked up: Council has only 4 subs (3 nuclear) remaining, but we have not located them yet. We did find another Council transport for you to make an easy kill:

http://i374.photobucket.com/albums/oo183/Chamnix/th_CouncilTransport-1.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=CouncilTransport-1.jpg)

Finally, for your information, we have included a copy of our battle log for turn 278 that was sent to Council.

Your friends,

Team Saber

Turn 278 Battle Log to Council:

The Bayou:

Destroyer: 4/4 destroyer->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->2/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: Miss
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->3/4
Destroyer: 4/4 nuclear sub->2/4
Cruiser: 2/4 destroyer->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: Miss
Cruiser: ¾ nuclear sub->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: ¾ nuclear sub->1/4
Cruiser: 2/4 nuclear sub->1/4

Stealth bomber: 2/4 nuclear sub->sunk
Stealth bomber: shot down by anti-aircraft
Stealth bomber: harbor destroyed
Stealth bomber: 2/4 nuclear sub->sunk
Stealth bomber: 2/4 nuclear sub->sunk

Bomber: Miss
Bomber: ¼ destroyer->sunk
Bomber: shot down by anti-aircraft
Bomber: marketplace destroyed
Bomber: ¼ nuclear sub->sunk

Stealth bomber: offshore platform destroyed
Stealth bomber: shot down by anti-aircraft
Stealth bomber: shot down by anti-aircraft
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ sub->sunk
Stealth bomber: ¼ transport->sunk

Mt. Radar Tower:

Cruiser: 4/4 mech infantry->3/4
Cruiser: Miss
Cruiser: Miss
Cruiser: 4/4 mech infantry->3/4

17/17 marine army vs. 4/4 modern armor->12/17 marine army
17/17 marine army vs. 4/4 modern armor->10/17 marine army
15/15 marine army vs. 4/4 modern armor->6/15 marine army

Mountain south of The Treasury:

Battleship: 2/4 mech infantry->1/4

Mountain east of The New Yard:

Battleship: Miss

Grass tile E-SE of The New Yard:

Destroyer: Destroys rails
Destroyer: Miss
Cruiser: Destroys road and irrigation, craters

Grass tile S-SE of The New Yard:

Cruiser: Miss
Cruiser: Destroys rails
Destroyer: Destroys road and irrigation, craters

Mountain south of The Treasury:

Stealth bomber: ½ mech->destroyed

The Arboretum:

Stealth bomber: marketplace destroyed
Stealth bomber: miss
Stealth bomber: courthouse destroyed
Stealth bomber: citizen killed

CommandoBob
Aug 20, 2009, 08:44 PM
Just sent to Saber, before we sent Turn 278 to Babe.


Dear Friends in Orange,

We were not able to plant a spy inside The Council.

So we sent you most of our gold (4500) to help out with any sabotage attempt you might be able to make.

We've attached our battle log of us vs. The Council. I'm not sure how well we did. We attacked one mountain hoping to destroy some bombers but did not touch any of them. We (I) figured that if we could kill the bombers, they could not attack your transports. If we had used all our Stealth Bombers on that mountain, that might have worked. But we made three attacks each on The Igloo, The Silo and The Admirality, hoping to destroy a factory.

It appears that this game could end on Turn 280.



Stealth BomberA on The Silo: miss.
Stealth Bomber09 on The Silo: something injured, not a Cruise missle.
Stealth Bomber17 on The Silo: Market destroyed.

Stealth Bomber13 on The Igloo: Market destroyed.
Stealth Bomber12 on The Igloo: Courthouse destroyed.
Stealth Bomber16 on The Igloo: Airport destroyed.

Stealth Bomber11 on The Admirality: miss.
Stealth Bomber10 on The Admirality: something injured.
Stealth Bomber14 on The Admirality: something injured.

stealth Bomber18 vs. Mountain 1S-1SW of The Treasury: 4/4 MA to 3/4.
stealth Bomber06 vs. Mountain 1S-1SW of The Treasury: 4/4 MA to 1/4.
stealth Bomber04 vs. Mountain 1S-1SW of The Treasury: bomber shot down by anti-aircraft.

stealth Bomber19 vs. Mountain 1S-1SW of The Treasury: 3/3 MA to 1/3.
stealth Bomber20 vs. Mountain 1S-1SW of The Treasury: 3/3 MA to 2/3.
stealth Bomber01 vs. Mountain 1S-1SW of The Treasury: 3/4 MA to 2/4.
stealth Bomber03 vs. Mountain 1S-1SW of The Treasury: 2/3 MA destroyed.
stealth Bomber05 vs. Mountain 1S-1SW of The Treasury: bomber shot down by anti-aircraft.
stealth Bomber07 vs. Mountain 1S-1SW of The Treasury: 2/4 MA to 1/4.
stealth Bomber08 vs. Mountain 1S-1SW of The Treasury: miss.

Stealth Fighter06 vs. plains 2NW of The Bayou: barricade destroyed.
Stealth Fighter04 vs. plains 2NW of The Bayou: miss.

stealth Bomber02 vs. Mountain 1S-1SW of The Treasury: 3/3 SAM destroyed.
Stealth Fighter02 vs. plains 2NW of The Bayou: miss.
Stealth Fighter03 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter01 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter05 vs. Mountain 1S-1SW of The Treasury: miss.
Stealth Fighter08 vs. plains 1N of The Bayou: miss.
Stealth Fighter08 vs. plains 1N of The Bayou: miss.

Sub-Infector (vDestroyer) vs. Transport 4N of The Whale Pond: Transport sunk.
Sub Squasher (vDestroyer) destroys harbor in Chamsuri's Cove.
Sub Ambusher (vDestroyer) kills population in The Beach.
Meleet's Meatball (vCruiser) bombards The Beach (miss).
Tecumseh in Teal (vCruiser) bombards The Beach (citizens killed).
Sub Wrecker (vDestroyer) bombards plains 1SW of The Beach (miss).
Marriage of Meleet (vCruiser) bombards The Admirality: 4/4 sub to 2/4.
Sub Detecter (vDestroyer) bombards The Admirality: 2/4 sub to 1/4.

Sub Thrasher (vDestroyer) bombard grass 1E of The Chamber: grass and road destroyed.
Teal Twins (vCruiser) bombard grass 1W-1NW of The Chamber: road destroyed.


Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Aug 27, 2009, 10:18 PM
Received from Saber while we held Turn 279


Dear Allies:

The situation is indeed dire, but we are gratified to hear that Team FREE will fight this to the bitter end, as will Team Saber. For tactical reasons, we agreed to a (very) short-term peace deal with Council so we were unable to bomb this turn, but we will be back at war next turn.

During the brief peace, we were able to confirm that the Council has completed spaceship parts in the following cities:

The Chamber (320)
The Admiralty (320)
The Aerie (640)
Chamsuri’s Cove (160)
The Meeting Room (320)
The Nursery (160)
The Marina (160)
The Shallows (160)

Each of these cities now has 0 shields in the bin and is unlikely to be a candidate for building the remaining parts. We believe that the Council intended The Arboretum to build the other 640 shield part, but our Alliance’s successful sabotages forced the Council to change that city to Apollo, so we expect to have a couple more turns before another city reaches 640 shields.

While we very much appreciate your concern about our transports’ safety, we do not feel that Council’s bombers are a threat. Our ships travel in large enough fleets so that bombers will never be able to attack our transports. Bombing missions are probably best used to pound cities, destroy terrain improvements, and pick off the occasional vulnerable unit. Speaking of vulnerable units, here are 2 Council lookouts that are begging to be sunk:

http://i374.photobucket.com/albums/oo183/Chamnix/th_CouncilTransports.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=CouncilTransports.jpg)

Your friends,

Team Saber

CommandoBob
Sep 01, 2009, 09:22 PM
Sent to Saber after we had played Turn 279 but before we sent the Turn to Babe.


Dear Friends in Orange,

I played this turn hurriedly, since the internet was still connected when I got home (and I did not know how long that would last). As a result, I did a lot of spacebaring. Some movement, mostly to be out of your way in the south, but no attacking. Sorry.

We tried to plant a spy again, but failed.

Not the best of turns.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Sep 15, 2009, 09:17 PM
Received from Saber on September 9, 2009, while we held Turn 280, but not opened until September 15, 2009.

Dear Team FREE,

Again we bombed Council land to delay any further SS parts from completion. Yet, we can not be sure, whether conventional weapons will be sufficient for this task. Thus we thought about the :nuke: alternatives. How about sharing the efforts on that? We would take care of the requested tech and you'd build the Manhattan Project which would allow us to make use of the tech. We are aware that you have the possibility to quickly finish the wonder, thus we are asking for your support here, as it would take us rather long to complete a wonder of that scale.

Calis, as the voice of your orange friends

That's dandy. They know about our SGL.

CommandoBob
Sep 15, 2009, 11:00 PM
Sent to Saber after we played Turn 280 but before we sent the game to Babe.


Dear Friends in Orange,

This was another rushed turn as events outside of the game entrude more and more. It is just now that I see that I forget to try to plant a spy this turn.

The idea of nuclear warfare is not as popular as it once was. That issue has become very sticky to body of FREE, but the debate continues on.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Oct 10, 2009, 06:47 PM
Recieved from Saber after their Turn 282, but not sent with the save, and opened before we played Turn 282.


Dear Team FREE:

We are confused by the apparent lack of damage we have seen done by you to Council lately. However, no doubt you are still aware that if any Council city reaches 640 shields, then it is Game Over, and FREE and Saber lose. Perhaps you are not aware that as of Council's next turn, they will have at least 3 cities with over 400 shields accumulated and at least 2 others not far behind. Council has taken to putting mobile SAMs in their cities and unit stacks on all their important tiles drastically limiting the damage our planes can do.

We hope that you will continue to support our intelligence network financially, since there will be many necessary sabotage efforts coming up quickly, and we can't afford them by ourselves. There would be fewer sabotage attempts necessary if you assisted in destroying tiles, but if you insist on putting the game in the hands of the fickle RNG :banana:, then we are prepared to continue to monitor and sabotage while we look for a weakness.

Your friends,

Team Saber

CommandoBob
Oct 10, 2009, 08:21 PM
Sent to Saber after we played Turn 282 but before it was sent on to Babe.

Dear Friends in Orange,

We have failed consistently to replant a spy in The Council, so we cannot help directly in any sabotage attempts. We can only send cash and this turn we send 3000 gold.

Our military action has been lax, we admit. We are seeking to redress that internally.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Oct 17, 2009, 10:28 AM
Recieved from Saber while we held Turn 283, but before we played our turn.

Dear FREE,

Thanks again to your help, The Silo has gone from over 400 shields accumulated to 200-something shields accumulated:

http://i374.photobucket.com/albums/oo183/Chamnix/th_Sabotage-5.jpg (http://s374.photobucket.com/albums/oo183/Chamnix/?action=view&current=Sabotage-5.jpg)

The cost was 8086 gold. By our count, Saber now owes FREE 997 gold to be repaid after the war. Hopefully, you will be able to keep the gold coming so we can make the best use of our veteran spy and continue to prevent Council from reaching that final spaceship part.

Team Saber

CommandoBob
Oct 19, 2009, 09:05 PM
Sent to Saber after we played Turn 283 but before we sent the game to Babe.

Dear Friends in Orange,

This was another hastily played turn with very little accomplished by us. Cash is tight, so we did not try to plant a spy in The Council. Well that fact and three straight failures made us a bit gun shy this turn. Plus, you have the spy in place already and we do not.

We are sending 1000 gold to help with the next sabotage attempt. We hope it is not needed this next turn (284) because it may not be enough. We will send more on our Turn 284.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Nov 02, 2009, 08:24 PM
Sent to Saber after we played Turn 284 but before we sent the game to Babe.

Dear Friends in Orange,

We are sending another 1000 gold to help with the your next sabotage attempt. We did not risk trying to plant another spy this turn but we probably will next turn (285).

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Nov 19, 2009, 09:46 PM
Sent to Saber after we played Turn 285 but before we sent the game to Babe.

Dear Friends in Orange,

We did plant a spy but only have 500 gold to send you this turn.

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Nov 30, 2009, 10:25 PM
Received from Saber while we held Turn 286 but before we played it (saw the message when I was downloading the save!).


Dear Team FREE:

Thank you for the ongoing contributions to the "Keep Council Uncelestial Fund". Our alliance has just passed 6000 gold accumulated. The relevant Council cities now cost nearly 10000 gold to sabotage safely, so we very much appreciate your continuing to send us whatever you can afford.

Team Saber

CommandoBob
Jan 08, 2010, 09:11 PM
Sent to Saber after we played Turn 288 but before we sent the game to Babe.


Dear Friends in Orange,

Just a quick note to inform you of another 500 gold deposit into the "Keep Council Uncelestial Fund".


Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Feb 28, 2010, 03:43 PM
Sent to Saber after we played Turn 292 but before we sent the game to Babe.


Dear Friends in Orange,

Merely a note to tell you that 500 more gold is in transit, earmarked for the task of keeping The Council down to earth.


Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Mar 15, 2010, 01:20 AM
Sent to Saber after we played Turn 293 but before we sent the game to Babe.


Dear Mighty People of the Omnipotent Orange,

We notice many of your powerful seagoing vessels appear to be heading for our coasts for the first time in a very long time. While the merchants in our coastal cities are very accommodating towards men and women in uniform, our fishing fleets and the much more vocal Greenies are concerned about the impact of your massive fleets upon the local ecology, although for very different reasons.

Do the Orange Admirals plan for a long visit or a short one?

Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...


If we get an answer to this missive, I expect it to contain a casualty list.

remake20
Mar 15, 2010, 08:48 AM
Well, this should be interesting.

CommandoBob
Mar 21, 2010, 11:29 PM
Recieved from Saber with Turn 294:

Summary -


FREE lost:

1 battleship
1 AEGIS Cruiser
1 Cruiser
7 destroyers
2 nuclear subs
3 stealth bombers
2 bombers
5 citizens in Kazgungudom
1 stock exchange in Kazgungudom

Saber lost:

1 stealth bomber

Details -

Stack S-S of Fortress of Meleet:

Bombard with cruisers:

AEGIS Cruiser Teal Taffeta 4/4->3/4.
Destroyer Sub Ambusher 4/4->2/4.
AEGIS Cruiser Teal Taffeta ¾->2/4.
AEGIS Cruiser Teal Taffeta 2/4->1/4.
Nuclear Sub Jenny Shepard 4/4->2/4.
Destroyer Sub Ambusher 2/4->1/4.
Nuclear Sub Jenny Shepard 2/4->1/4.

5/5 Cruiser (defensive bombard missed) vs. ¼ AEGIS Cruiser Teal Taffeta -> 5/5 Cruiser.
4/4 Cruiser vs. ¼ destroyer Sub Ambusher -> ¾ cruiser.
5/5 destroyer vs. ¼ nuclear sub Jenny Shepard -> 5/5 destroyer.

S-S-S of FreeToes. Bombard with destroyers:

Nuclear Sub Caitlin Todd 4/4->3/4.
Nuclear Sub Caitlin Todd ¾->2/4

Bomb with bomber:

Nuclear Sub Caitlin Todd 2/4-> sunk.

E-E-E-S-S-S-S of Teal Domination. Bombard with destroyers:

Battleship Harry Callahan – missed.
Battleship Harry Callahan 4/4->3/4.
Battleship Harry Callahan ¾->2/4.
Destroyer Sub Xyster 4/4->3/4.
Destroyer Sub Attacker 4/4->3/4.
Destroyer Sub Exposer 4/4->2/4.
Destroyer Sub Xyster ¾->1/4.
Destroyer Sub Attacker ¾->1/4.

Bomb with Stealth Bombers:

Battleship Harry Callahan 2/4->sunk.
Destroyer Sub Exposer 2/4->sunk.
Destroyer Sub Xyster ¼->sunk.
Destroyer Sub Attacker ¼-> sunk.

E-E-E of Teal Domination. Bombard with destroyer:

Cruiser Teal Tickler – missed.

Bomb with Stealth Bombers:

Cruiser Teal Tickler 4/4->2/4.
Stealth bomber shot down by anti-aircraft fire.
Destroyer Sub Zapper - missed.
Destroyer Sub Zapper – 4/4->2/4.
Cruiser Teal Tickler 2/4->sunk.
Destroyer Sub Zapper – 2/4->sunk.

Bombing Kazgungudom.

Bomber:

Stealth Bomber 4/4->1/4.

Stealth Bombers:

Stealth Bomber 4/4->3/4.
Missed.
Stealth Bomber 4/4->2/4.
Stealth Bomber 3/4->1/4.
Missed.
Stealth Bomber 2/4->destroyed.
Bomber 3/3->destroyed.
Bomber 3/3->1/3.
Missed.
Bomber 3/3->1/3.
Stock Exchange destroyed.
Citizen killed.
Citizen killed.
Bomber 3/3->1/3.
Stealth bomber ¼->destroyed.
Stealth bomber ¼->destroyed.
Citizen killed.
Citizen killed.
Bomber 1/3->destroyed.

Bomb with stealth fighter:

Citizen killed.

N-N-E of Ankara:

Destroyer bombards 4/4 cruiser Free-bird to 2/4.

E-E-E of Antalya:

4/4 destroyer vs. 4/4 destroyer Sub Killer -> 5/5 destroyer.

N-E-E of Cattaraugus:

Destroyer bombards 4/4 cruiser Teal Terror to ¾.

S-S-W of The New Yard:

Destroyer bombards 4/4 destroyer Sub Seeker to ¾.
Destroyer bombards ¾ destroyer Sub Seeker to 2/4.
Destroyer bombards 2/4 destroyer Sub Seeker to 1/4.

5/5 destroyer vs. ¼ destroyer Sub Seeker -> 5/5 destroyer.



Note: Saber used Cyan, not Blue, in their message. It was too hard to read, almost painful, so I changed it.

This is also posted in the Turns 290-299 Thread.

CommandoBob
Mar 28, 2010, 05:53 AM
Battle Log.

Sent to Saber after Turn 294 was played but before we sent the game to Babe.


Dear Worthy Adversaries in Orange,

We we did appreciate the honor you gave us by editing the battle log to show our respective colors, but it wasn't well received by the FREE. The thought was nice by the color Cyan was just too hard to read on a screen. It is good for highlights and emphasis, but as the main body of text...:eek:.

We changed the Cyan to just Blue, and that is what we have used here.

Sincerely yours,

Art Parry
aka CommandoBob


Let FREEdom ring,
Let the white dove sing...


Battle Log
Summary:

Saber lost:
Nothing

Free lost:
Nothing

Details -


Stack 4S of Teal domination:

Bombing by Stealth Bombers:

Stealth Bomber missed.
Stealth Bomber 5/5 Cruiser -> 3/5 Cruiser.
Stealth Bomber 5/5 Destroyer -> 2/5 Destroyer.

Bombing by Stealth Fighter:

Stealth Fighter missed.

CommandoBob
Apr 08, 2010, 04:57 PM
Received from Saber with Turn 295.

Summary –

FREE lost:

2 battleships
5 cruisers
17 destroyers
18 citizens
1 stock exchange in Citadel of Ur
2 “units injured" in Citadel of Ur
21 tiles polluted and improvements destroyed

Saber lost:

1 stealth bomber
(4 nuclear missiles)

Details:

Nuclear Missile hits naval stack generally southeast of Lake Port; 9 destroyers and 3 cruisers sunk, all others lose 2 hps.
Nuclear Missile hits Freedom Central and kills 6 citizens.
Nuclear Missile hits southeast of Citadel of Ur and kills 1 citizen.
Nuclear Missile hits Kazgungudom and kills 6 citizens.

Naval stack southeast x4 of Sugar-Free Wheaties:

Stealth Bomber: 4/4 Battleship ->2/4
Stealth Bomber: 4/4 Battleship ->3/4
Stealth Bomber: 4/4 Cruiser ->2/4
Stealth Bomber: 4/4 Cruiser ->3/4
Stealth Bomber: 3/4 Battleship ->1/4
Stealth Bomber: 3/4 Cruiser ->1/4
Stealth Bomber: 2/4 Battleship ->1/4
Stealth Bomber: 2/4 Cruiser ->1/4
Stealth Bomber: shot down by antiaircraft fire.
Stealth Bomber: 1/4 Battleship sunk
Stealth Bomber: 1/4 Battleship sunk
Stealth Bomber: 1/4 Cruiser sunk
4/4 Destroyer vs. 1/4 Cruiser ->2/4 Destroyer

Naval stack generally southeast of Lake Port:

Stealth Bomber: 2/4 Cruiser sunk
Stealth Bomber: 2/4 Cruiser sunk
Stealth Bomber: 2/4 Cruiser sunk
Stealth Bomber: 2/4 Destroyer sunk
Stealth Bomber: 2/4 Destroyer ->1/4
Stealth Bomber: 2/4 Destroyer sunk
Stealth Bomber: 2/4 Destroyer sunk
Stealth Bomber: 2/4 Destroyer sunk
Stealth Bomber: 2/4 Destroyer sunk
Stealth Bomber: 1/3 Destroyer sunk
4/4 Destroyer vs. 1/4 Destroyer ->2/4 Destroyer

Citadel of Ur:

Bomber: citizen killed
Bomber: injures units
Stealth Bomber: injures units
Stealth Bomber: citizen killed
Stealth Bomber: miss
Stealth Bomber: miss
Stealth Bomber: stock exchange destroyed
Stealth Bomber: citizen killed
Stealth Bomber: citizen killed
Stealth Fighter: citizen killed
Stealth Fighter: miss

Bombardment of Destroyer Sub Sinker generally
northwest of Freeborn:

Destroyer: misses
Destroyer: 4/4->3/4
Destroyer: 3/4->2/4
Destroyer: 2/4->1/4

3/3 Battleship vs. 1/4 Destroyer Sub Sinker -> 4/4 Battleship

CommandoBob
Apr 17, 2010, 02:04 AM
Battle Log.

Sent to Saber after Turn 295 was played but before we sent the game to Babe.


Dear Orange Foes,

The Battle log is below:

295 Battle Log

Summary:

Saber lost:

1 Destroyer
2 Cruisers
6 citizens
9 polluted and dis-improved tiles

Free lost:

3 Stealth Bombers
1 Stealth Fighter
1 Nuclear Missle

Details:

ICBM hits Baldric; population drop to size 6, eight polluted and unimproved tiles around Baldric.


At 4S-4SE of Sugar-Free Wheaties:

Stealth Bomber vs. 4/4 Cruiser -> 3/4 Cruiser.
Stealth Bomber vs. 4/4 Cruiser -> 3/4 Cruiser.
Stealth Bomber vs. 4/4 Cruiser -> 2/4 Cruiser.
Stealth Bomber shot down.
Stealth Bomber vs. 4/4 Destroyer -> 3/4 Destroyer.
Stealth Bomber vs. 4/4 Aircraft Carrier -> 1/4 Aircraft Carrier.
Stealth Bomber shot down.
Stealth Bomber vs. 4/4 Aircraft Carrier -> 2/4 Aircraft Carrier.
Stealth Bomber vs. 4/4 Aircraft Carrier -> 1/4 Aircraft Carrier.
Stealth Bomber vs. 4/4 Aircraft Carrier -> 1/4 Aircraft Carrier.
Stealth Bomber vs. 3/4 Cruiser -> 2/4 Cruiser.
Stealth Bomber vs. 3/4 Cruiser -> Cruiser sunk.
Stealth Bomber shot down.
Stealth Bomber vs. 3/4 Destroyer -> Destroyer sunk.
Stealth Bomber vs. 2/4 Cruiser -> Cruiser sunk.
Stealth Fighter vs. 2/4 Cruiser -> miss.
Stealth Fighter vs. 2/4 Cruiser -> miss.
Stealth Fighter shot down.


Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Apr 25, 2010, 10:00 PM
Received from Saber with Turn 296.

Summary:

FREE lost:

2 stealth bombers
1 stealth fighter
2 bombers
18 citizens
20 tiles polluted
1 tile cratered
(ivory disconnected)
Kremlin lost bank, research lab, airport, stock exchange, marketplace,
library, university, factory.

SABER lost:

(3 nuclear missiles)

Ivory Tile SW of Dusty Harbor:

Bomber: destroys rails.
Bomber: misses.
Stealth Bomber: destroys roads,
irrigation; cratered.

Nuclear missile hits Tower of Babel
killing 6 citizens and destroying tile improvements.
Nuclear missile hits Thessauronicleus
killing 6 citizens and destroying tile improvements.
Nuclear missile hits ivory SW of Sid City
killing 1 citizen in each of Sid City, Freeborn, and Martin Luther
King, Jr.

Kremlin:

Stealth Bomber: Stealth
Fighter 4/4->2/4.
Stealth Bomber: Miss.
Stealth Bomber: Stealth
Bomber 4/4->2/4.
Stealth Bomber: Stealth
Bomber 3/3->1/3.
Stealth Bomber: Bank destroyed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Stealth
Fighter 2/4->destroyed.
Stealth Bomber: Stealth
Bomber 2/4->destroyed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Research Lab destroyed.
Stealth Bomber: Bomber
3/3->destroyed.
Stealth Bomber: Bomber
3/3->2/3.
Stealth Bomber: miss.
Stealth Bomber: Airport destroyed.
Stealth Bomber: Stock Exchange destroyed.
Stealth Bomber: miss.
Stealth Bomber: miss.
Stealth Bomber: Marketplace destroyed.
Stealth Bomber: Stealth
Bomber 1/3->destroyed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Bomber
2/3->destroyed.
Stealth Bomber: Library destroyed.
Stealth Bomber: missed.
Stealth Bomber: University destroyed.
Stealth Bomber: Factory destroyed.
Stealth Bomber: missed.
Stealth Bomber: missed.

CommandoBob
May 03, 2010, 06:44 PM
Sent to Saber after Turn 296 was played but before the game was sent to Babe

Dear Orange Opponents;

The Battle Log:


Summary:

Saber lost:
1 4/4 Nuclear Submarine
1 3/3 Nuclear Submarine
3 4/4 Cruisers
1 5/5 Destroyer
3 4/4 Destroyer
4 4/4 Transport
2 3/3 Transport

Free lost:
1 Nuclear Missle

At 5S-1SE of Thessauroniceus:


4/4 Nuc Sub vs 4/4 Nuc Sub -> 2/4 Nuc Sub


Nuclear Missle hits 5S-1SE of The Naval Yard (The Council)

3 vCruiser sunk
5/5 Destroyer -> 2/5 Destroyer
4/4 Destroyer -> 2/4 Destroyer
2 vTransport sunk
1 vNuclear Submarine sunk


At 2E-2SE of Sugar-Free Wheaties:

4/4 Stealth Bomber vs. 5/5 Destroyer -> 3/5 Destroyer
4/4 Stealth Bomber vs. 4/4 Destroyer -> 1/4 Destroyer
4/4 Stealth Bomber vs. 4/4 Destroyer -> 2/4 Destroyer
4/4 Stealth Bomber vs. 4/4 Destroyer -> 3/4 Destroyer
4/4 Stealth Bomber vs. 3/4 Destroyer -> 1/4 Destroyer
4/4 Stealth Bomber vs. 3/5 Destroyer -> 1/5 Destroyer
4/4 Stealth Bomber vs. 2/4 Destroyer -> sunk
4/4 Bomber vs. 1/4 Destroyer -> sunk
4/4 Bomber vs. 1/4 Destroyer -> sunk
4/4 Stealth Fighter vs. 1/5 Destroyer -> sunk
4/4 Stealth Bomber vs. 3/3 Transport -> sunk
4/4 Stealth Bomber vs. 3/3 Transport -> sunk




At 6S of Thessauroniceus:


Stealth Bomber vs 3/3 Nuc Sub -> sunk



Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
May 11, 2010, 12:29 PM
Received from Saber with Turn 297.

FREE lost:

3 stealth bombers
2 stealth fighters
2 bombers
1 nuclear sub
3 destroyers
9 citizens
6 tiles polluted
Sugar-Free Wheaties lost stock exchange, commercial dock, marketplace,
and library.
Lake Port lost harbor.

Saber lost:

(1 nuclear missile).

Details -

Nuclear missile hits Thombriel killing 6 citizens and destroying 6 tiles.
Bomber sinks 2/4 nuclear sub Paula Cassidy 5 south of Sugar-Free Wheaties.

Stealth bomber bombs Thombriel – 1/3 stealth bomber destroyed.

Bombing Sugar-Free Wheaties:

Stealth Bomber: stock exchange destroyed.
Stealth Bomber: commercial dock destroyed.
Stealth Bomber: marketplace destroyed.
Stealth Bomber: library destroyed.
Stealth Bomber: 4/4 stealth bomber -> ¼.
Stealth Bomber: ¼ stealth bomber destroyed.

Bombing Thessauronicleus:

Stealth Bomber: 4/4 mech infantry -> ¾.

Bombing Freedom Central:

Stealth Bomber: Citizen killed.
Stealth Bomber: 3/3 bomber -> 1/3.
Stealth Bomber: 3/3 bomber destroyed.
Stealth Bomber: 1/3 bomber destroyed.

Bombing Kazgungudom:

Stealth Bomber: missed.
Stealth Bomber: 4/4 modern armor -> ¾.

Bombing Kremlin:

Stealth Bomber: Citizen killed.
Stealth Bomber: missed.
Stealth Bomber: Citizen killed.
Stealth Bomber: missed.
Stealth Bomber: missed.
Stealth Bomber: 4/4 modern armor -> ¾.

Bombing Lake Port:

Stealth Bomber: enemy unit injured.
Stealth Bomber: 4/4 stealth fighter -> ¾.
Stealth Bomber: ¾ stealth fighter -> 2/4.
Stealth Bomber: 3/3 stealth bomber destroyed.
Stealth Bomber: Harbor destroyed.
Stealth Bomber: 2/4 stealth fighter ->1/4.
Stealth Bomber: 2/4 stealth fighter destroyed.
Stealth Bomber: ¼ stealth fighter destroyed.

3 north, 1 northeast of Freeborn:

4/4 destroyer vs. 4/4 destroyer Sub Finder -> 4/5 destroyer.

6 northwest, 2 north of Freeborn:

4/4 destroyer bombards
4/4 destroyer Sub Hunter but misses.
5/5 destroyer vs. 4/4 destroyer Sub Hunter -> 3/5 destroyer.

3 southeast, 2 east of Wakizashi:

4/4 battleship vs. 4/4 destroyer -> 5/5 battleship.

CommandoBob
May 20, 2010, 10:49 PM
Sent to Saber after Turn 297.

Dear Adversaries in Orange;

The Battle Log

Summary:

Saber lost:
1 4/4 Nuclear Submarine

Free lost:
1 Stealth Bomber


2S-4SE of Sugar-Free Wheaties

Stealth Bomber vs. 5/5 Destroyer -> 3/5 Destroyer.
Stealth Bomber vs. 4/4 Cruiser -> miss.
Stealth Bomber vs. 4/4 Cruiser -> 2/4 Cruiser.
Stealth Bomber vs. 4/4 Cruiser -> 2/4 Cruiser.
Stealth Bomber vs. 4/4 Destroyer -> 2/4 Destroyer.
Stealth Bomber vs. 4/4 Carrier -> 3/4 Carrier.
Stealth Bomber vs. 4/4 Carrier -> Stealth Bomber shot down.
Stealth Bomber vs. 4/4 Carrier -> 2/4 Carrier.
Stealth Bomber vs. 3/5 Destroyer -> 1/5 Destroyer.
Stealth Bomber vs. 3/4 Carrier -> miss.


Coastal Waters, 1E-2SE of Lake Port

Destroyer bombards 4/4 Nuke Sub -> 2/4 Nuke Sub
4/4 Destroyer vs. 2/4 Nuke Sub -> 4/4 Destroyer



Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
May 31, 2010, 11:08 PM
Received from Saber with Turn 298.

Summary:

FREE lost:

3 cruisers
4 destroyers
4 modern armor
2 mech infantry
9 marines
1 bomber
2 citizens
5 workers
1 commercial dock
1 library

SABER lost:

(3 nuclear missiles)

Details:

Three nukes launched:

Nuclear Missile hits north of Thessauronicleus:

1 citizen in Thessauronicleus killed.
All units in Thessauronicleus killed.
2 workers killed.
1 modern armor killed.
2 mech infantry killed.
3 marines killed.
1 marine 4/4->2/4.

Nuclear Missile hits S-SW of Freedom Central:

3 workers killed.
2 modern armor killed.
1 marine killed.
2 marines 4/4->2/4.

Nuclear Missile hits S-SE of Kazgungudom:

5 marines killed.

Bombardment S x 6, SE x 1 of Freedom Central:

Stealth Bomber: Cruiser 4/4->2/4
Stealth Bomber: Destroyer 4/4 -> ¾
Stealth Bomber: Destroyer 4/4 -> ¼
Stealth Bomber: Destroyer ¾ -> ¼
Stealth Bomber: Cruiser 2/4 -> sunk
Stealth Bomber: Destroyer ¼ -> sunk
Stealth Bomber: Destroyer ¼ -> sunk

Bombardment E x 4, N x 1 of Thessauronicleus:

Destroyer: Cruiser
4/4 ->3/4
Destroyer: Destroyer 4/4 -> 2/4
Destroyer: misses
Stealth Bomber: Cruiser 3/4-> 2/4
Stealth Bomber: Cruiser 2/4->1/4
Stealth Bomber: Destroyer 2/4->1/4
Stealth Bomber: Cruiser ¼-> sunk
Stealth Bomber: Destroyer ¼-> sunk

Bombardment E x 2, S x 1 of Thombriel:

Stealth Bomber: Cruiser 4/4->2/4
Stealth Bomber: Destroyer 4/4->2/4
Stealth Bomber: Cruiser 2/4-> sunk
Stealth Bomber: Destroyer 2/4->1/4
Stealth Bomber: Destroyer ¼->sunk

Bombardment N-NE of Freedom Central:

Stealth Bomber: Modern armor 4/4->3/4
Stealth Bomber: misses
Stealth Bomber: Modern armor ¾->1/4
Stealth Bomber: Modern armor ¼-> destroyed

Bombardment of Thombriel:

Stealth Bomber:
Bomber destroyed
Stealth Bomber: commercial dock destroyed
Stealth Bomber: citizen killed
Stealth Bomber: library destroyed
Stealth Bomber: modern armor 4/4->3/4

CommandoBob
Jun 05, 2010, 02:32 PM
Sent to Saber after Turn 298:

Dear Feinds that Frolick in Fields of Florida Oranges,

The Battle Log

298 Battle Log

Summary:

Saber lost:
5 Modern Armor
2 Carrier
4 Cruiser
6 Destroyer
2 Transport


Free lost:
1 Mech Infantry
2 Nuclear Missles


Details:

4S of Freedom Central (Army and 1 MA)

Stealth Bomber vs. 16/16 Army -> 15/16 Army.
Stealth Bomber vs. 15/16 Army -> miss.
Stealth Bomber vs. 15/16 Army -> 13/16 Army.
Stealth Bomber vs. 13/16 Army -> 12/16 Army.
Stealth Bomber vs. 12/16 Army -> 11/16 Army.
Bomber vs. 11/16 Army -> 9/16 Army.
Stealth Bomber vs. 9/16 Army -> 8/16 Army.


1S-3SE of Freedom Central (Army and 1 MA)

Bomber vs. 17/17 Army -> miss.
Bomber vs. 17/17 Army -> 15/17 Army.
Stealth Bomber vs. 15/17 Army -> 13/17 Army.
Bomber vs. 13/17 Army -> 10/17 Army.
Stealth Bomber vs. 10/17 Army -> 8/17 Army.
Stealth Bomber vs. 8/17 Army -> 6/17 Army.
Bomber vs. 6/17 Army -> miss.



3E of Freedom Central (6 MAs)
4E of Freedom Central (2 Cruiser, 3 Destroyer and 1 Transport),

Nuclear Missle hits 3E of Freedom Central

3 4/4 Modern Armor killed.
3 4/4 Modern Armor -> 3 2/4 Modern Armor.
2 Cruiser killed.
3 Destroyer killed.
1 Transport killed.



3E of Freedom Central

4/4 Modern ArmorAE vs. 2/4 Modern Armor -> 3/4 Modern ArmorAE.
3/4 Modern ArmorBJ vs. 2/4 Modern Armor -> 4/5 Modern ArmorBJ.


1S-3SE of Freedom Central (Army and 1 MA)

4/4 Mech Infantry vs. 6/17 Army -> 4/17 Army.


3E of Freedom Central

Stealth Fighter vs. 2/4 Modern Armor -> miss.


4S of Freedom Central (Army and 1 MA)

Stealth Bomber vs. 6/16 Army -> miss.


1S-3SE of Freedom Central (Army and 1 MA)

4/4 Mech Infantry vs. 4/4 Modern Armor -> 2/4 Mech Infantry.


Nuclear Missle hits 10SE of Thessauronicleus

2 Carrier killed.
2 Cruiser killed.
3 Destroyer killed.
1 Transport killed.


At 10SE of Thessauronicleus:

1/4 Carrier.
1/3 Transport.
2/4 Transport.





Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jun 11, 2010, 03:05 PM
Received from Saber with Turn 299.

FREE lost:

2 cities
1 destroyer
4 marines
2 modern armor
4 mech infantry
2 workers
11 citizens
4 buildings

Saber lost:

3 nuclear missiles

Details:

Nuclear missile hits east of Freedom Central killing 1 marine and 1 worker and leaving 3 units 2/4.

Nuclear missile hits south of Freedom Central killing 1 modern armor.

East of Freedom Central:

Stealth Bomber: 2/4 mech infantry killed

2/4 modern armor captures Freedom Central.

Nuclear missile hits Liberty Bell killing 5 citizens and at least 1 worker.

Thessauronicleus:

Stealth Bomber: Bank destroyed.
Stealth Bomber: University destroyed.
Stealth Bomber: 4/4 Mech infantry->1/4.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: 1/4 mech infantry destroyed.
Stealth Bomber: 2/4 marine killed.

Tile SW of Thessauronicleus:

Stealth Bomber: 4/4 marine -> 2/4.
Stealth Bomber: 2/4 marine killed.

4/17 modern armor army captures Thessauronicleus.

Tile 5 SW of Louise:
Stealth Bomber: 4/4 destroyer -> ¾
Stealth Bomber: ¾ destroyer ->2/4.
Stealth Bomber: 2/4 destroyer sunk.

S-S-S of Freedom Central:

4/4 modern armor vs. 2/4 marine -> ¾ modern armor.

S-S of Freedom Central:

8/16 modern armor army vs. 2/4 modern armor -> 7/16 modern armor army.

S-S-E of Freedom Central:

7/16 modern armor army vs. 2/4 mech infantry -> 4/16 modern armor army.

Marad-Dur:

Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Stock Exchange destroyed.
Stealth Bomber: Marketplace destroyed.
Stealth Bomber: Library destroyed.
Stealth Bomber: Courthouse destroyed.

CommandoBob
Jun 18, 2010, 09:42 PM
Sent to Saber after Turn 299:

Dear Worthy Warriors of one Tutti-Fruitti Color,

The Battle Log

299 Battle Log

Summary:

Saber lost:
1 Modern Armor
4 Carrier
2 Cruiser
1 Transport


Free lost:
1 Nuclear Missle


Details:
2S-10SE of Thombriel (4 Carrier, 2 Cruiser, 1 Transport)

Nuclear Missle hits 2S-10SE of Thombriel

2 Carrier killed.
2 Cruiser killed.
Stealth Bomber vs. 2/4 Carrier -> 2/4 Carrier sunk.
Stealth Bomber vs. 2/4 Carrier -> 2/4 Carrier sunk.
Stealth Bomber vs. 1/3 Transport -> 1/3 Transport sunk.


Ruins of Freedom Central (1 MA)

Bomber vs. 2/4 Modern Armor -> 1/4 Modern Armor.
Bomber vs. 1/4 Modern Armor -> miss.
Bomber vs. 1/4 Modern Armor -> 1/4 Modern Armor destroyed.




Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jun 29, 2010, 07:10 PM
Received from Saber with Turn 300.

Free lost - 1 cruiser, 2 destroyers
Saber lost nothing

Bombarding tile 3xN, 1xNE of Dusty Harbor:

Destroyer: 4/4 cruiser->3/4
Destroyer: Miss
Destroyer: 4/4 destroyer->3/4
Stealth Bomber: 4/4 destroyer->3/4
Stealth Bomber: ¾ cruiser->1/4
Stealth Bomber: ¾ destroyer -> sunk
Stealth Bomber: ¾ destroyer -> ¼
Stealth Bomber: ¼ cruiser -> sunk
Stealth Bomber: ¼ destroyer -> sunk

Bombardment of Marad-Dur:

Stealth Bomber: Bank destroyed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Citizen killed.

Bombardment of Ninhursag-Ki:

Stealth Bomber: Stock exchange destroyed.
Stealth Bomber: Units injured. (4/4 Stealth Bomber to ¾)
Stealth Bomber: Units injured. (3/4 Stealth Bomber to ¼)
Stealth Bomber: Units injured. (1/4 Stealth Bomber destroyed).

CommandoBob
Jul 01, 2010, 10:32 PM
Sent to Saber after Turn 300.


Dear Connoisseurs of Conspicuous Safety Conscious Camouflague Clothing,

The Battle Log
300 Battle Log

Summary:

Saber lost:
2 Transport


Free lost:
1 Stealth Bomber


Details:
1E-11SE of Kazgungudom (2 Transport)


Stealth Bomber vs. 4/4 Transport -> 2/4 Transportr.
Stealth Bomber vs. 3/3 Transport -> 3/3 Carrier sunk.
Stealth Bomber vs. 2/4 Transport -> 2/4 Transportsunk.


3E-10SE of Kazgungudom (1 Carrier, 1 Cruiser)

Stealth Bomber vs. 4/4 Cruiser -> 3/4 Cruiser.
Stealth Bomber vs. 4/4 Carrier -> Stealth Bomber shot down..





Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jul 20, 2010, 10:54 AM
Received from Saber with Turn 301.
Bombardment of Ninhursag-Ki:

Stealth Bomber: Citizen killed.
Stealth Bomber: Barracks destroyed.
Stealth Bomber: Marketplace destroyed.
Stealth Bomber: Citizen killed.
Stealth Bomber: Library destroyed.
Stealth Bomber: Courthouse destroyed.
Stealth Bomber: Research Lab destroyed.
Stealth Bomber: Citizen killed.

3xN, 1xE of Sid City:

Destroyer bombards 4/4 cruiser to ¾.
Destroyer bombards 4/4 cruiser to ¾.

CommandoBob
Jul 24, 2010, 12:26 AM
Sent to Saber after Turn 301.



Dear Flame Colored Foes,

The Battle Log

301 Battle Log

Summary:

Saber lost:
4 Destroyers


Free lost:
nothing


Details:
3N of Freeborn (2 vDestroyer, 2 eDestoryer)


4/4 Cruiser bombards 5/5 Destroyer -> 4/5 Destroyer.
4/4 Cruiser bombards 5/5 Destroyer -> 3/5 Destroyer.
3/4 Cruiser bombards 4/4 Destroyer -> 3/4 Destroyer.
3/4 Cruiser bombards 4/4 Destroyer -> 3/4 Destroyer.
3/3 Destroyer bombards 4/5 Destroyer -> 4/5 Destroyer (miss).
4/4 Cruiser vs. 4/5 Destroyer -> 4/5 Destroyer sunk.
4/4 Battleship vs. 3/4 Destroyer -> 3/4 Destroyer sunk.
4/4 Cruiser vs. 3/4 Destroyer -> 3/4 Destroyer sunk.
3/3 Destroyer bombards 3/5 Destroyer -> 2/5 Destroyer.
4/4 Destroyer vs. 2/5 Destroyer -> 2/5 Destroyer sunk.




Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Jul 29, 2010, 11:57 PM
Recieved from Saber with Turn 302.

Summary:

Free lost -

1 AEGIS cruiser
5 cruisers
3 destroyers
1 transport
1 carrier
other ships in Freeborn?

1 stealth fighter
1 modern armor

2 cities

Saber lost 1 nuclear missile

Details:

Nuclear missile dropped 5xNorth, 1xWest of Sid City sinking 4 cruisers and 2 destroyers and leaving a 2/4 transport.
Destroyer bombards 2/4 transport to ¼.
4/4 destroyer vs. ¼ transport -> 4/4 destroyer.

4/4 marine captures Sid City destroying a stealth fighter and some ships.

Bombardment west of Sid City:

Battleship: misses 4/4 modern armor
Destroyer: 4/4 modern armor -> ¾
Cruiser: misses ¾ modern armor
Destroyer: ¾ modern armor -> 2/4
16/16 modern armor army vs. 2/4 modern armor -> 15/16 modern armor army

15/16 modern armor army captures Sid City destroying a carrier.

4xN of Caughnawaga:

Stealth Bomber: 4/4 AEGIS Cruiser -> ¼
Stealth Bomber: 4/4 cruiser -> ¾
Stealth Bomber: 4/4 destroyer -> ¼
Stealth Bomber: ¾ cruiser -> ¼
Stealth Bomber: ¼ AEGIS cruiser sunk
Stealth Bomber: ¼ cruiser sunk
Stealth Bomber: ¼ destroyer sunk

CommandoBob
Aug 07, 2010, 06:04 PM
Sent to Saber after Turn 302.



Dear Autumn Tinted Opponents,

The Battle Log

302 Battle Log

Summary:

Saber lost:
Hitpoints only.


Free lost:
Hitpoints only.


Details:
Freeborn


4/4 Mech Infantry vs. 4/4 Marine -> 1/4 Mech Infantry and 2/4 Marine.



Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Aug 17, 2010, 12:17 PM
Recieved from Saber with Turn 303.

FREE lost 1 destroyer and 1 mech infantry.

SW of Freeborn:

15/16 modern armor army vs. ¼ mech infantry -> 15/16 modern armor army

Bombardment 5xN, 1xW of Cattaraugus:

Destroyer: miss.
Stealth Bomber: 4/4 Battleship -> 2/4
Stealth Bomber: 4/4 Cruiser -> ¼
Stealth Bomber: 4/4 Cruiser -> ¼
Stealth Bomber: 4/4 Destroyer -> 2/4
Stealth Bomber: 4/4 Destroyer -> 2/4
Stealth Bomber: 2/4 Battleship -> ¼
Stealth Bomber: miss.
Stealth Bomber: 2/4 destroyer sunk.

CommandoBob
Aug 23, 2010, 08:36 PM
Sent to Saber after Turn 303.


Dear Daily Doses of Vitamin C,

The Battle Log

301 Battle Log

Summary:

Saber lost:
nothing


Free lost:
nothing


Details:


1/4 Battlship bombards airfield on Saber11 (our name for the island with The Bangles) -> miss.
1/4 Destroyer bombards 4/4 Destroyer 1N of Cattaraugus -> miss.



Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Sep 10, 2010, 06:34 PM
Received from Saber with Turn 304.

Free lost:

2 battleships
3 cruisers
3 destroyers
8 transports
1 stealth fighter

Saber lost:

2 marines

Nuclear missile hits the tile between 2 FREE ship groups containing transports to the east of Karabela – remaining are 1 cruiser, 1 destroyer, and 3 transports.
Nuclear missile hits the tile between 2 FREE ship groups containing transports to the east of Karabela – a ¼ cruiser is the sole survivor.

Near Cattaraugus: 3 stealth bombers sink battleship and 2 cruisers with 1 hp each.
Further north a stealth bomber sinks a 2/4 destroyer.

Bombardment of Dusty Harbor:

Destroyer: Stealth Fighter 4/4->3/4.
Stealth Bomber: Stealth Fighter ¾->destroyed.
Stealth Bomber: Harbor destroyed.
Stealth Bomber: Mech infantry 4/4->3/4.
Stealth Bomber: Miss.
Stealth Bomber: Mech infantry 3/4->2/4.
Stealth Bomber: Miss.

Bombardment of Monte Cristo:

Stealth Bomber: Miss.
Stealth Bomber: Miss.
Stealth Bomber: Miss.

Dusty Harbor:

4/4 marine vs. 2/4 mech infantry -> 2/4 mech infantry.
4/4 marine vs. 2/4 mech infantry -> 3/5 mech infantry

CommandoBob
Sep 11, 2010, 12:08 PM
Sent to Saber after Turn 304 was played but before it was sent to The Council.

Dear Orange Originals,

The Battle Log


304 Battle Log

Summary:

Saber lost:
Two Nuclear Submarines
One Cruiser


Free lost:
nothing


Details:
2S-2SE of The Nursery (The Council)

4/4 Destroyer vs. 4/4 Nuclear Submarine -> 2/4 Destroyer.
4/4 Destroyer vs. 4/4 Nuclear Submarine -> 4/5 Destroyer.


5W of Kafa (Babe)

Stealth Bomber vs. 4/4 Cruiser -> 1/4 Cruiser.
Stealth Bomber vs. 1/4 Cruiser -> 1/4 Cruiser sunk.


2SW of Dusty Harbor (11SE)

Stealth Fighter vs. 4/4 Destroyer -> miss.




Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Sep 16, 2010, 05:54 PM
Recieved from Saber along with Turn 305:

FREE lost:

3 cities
3 mech infantry
1 stealth fighter
4 destroyers
1 cruiser
1 nuclear sub

Saber lost:

2 modern armor

Bombardment 5 North of Estoc:

Destroyer: 4/4 cruiser -> 2/4
Destroyer: 4/4 destroyer -> ¾
Battleship: ¾ destroyer -> 2/4
Battleship: Miss

5/5 Battleship vs. 2/4 cruiser -> 2/5 battleship
5/5 destroyer vs. 2/4 destroyer -> 5/5 destroyer

4xSouth, 1xWest of The Treasury:

Stealth Bomber: 2/4 destroyer sinks.

6xNortheast of Ankara:

4/4 destroyer vs. 4/4 nuclear sub -> 5/5 destroyer

Dusty Harbor:

Destroyer bombardment misses.
15/15 marine army vs. 5/5 mech infantry -> 15/15 marine army.

Dusty Harbor captured.

Footloose:

4/4 modern armor vs. 4/4 mech infantry -> ¾ mech infantry.
4/4 modern armor vs. ¾ mech infantry -> 2/4 modern armor.

Footloose captured.

stealth fighter destroyed.

Monte Cristo:

4/4 modern armor vs. 4/4 mech infantry -> ¼ mech infantry.
5/5 modern armor vs. ¼ mech infantry -> 5/5* modern armor.

Monte Cristo destroyed.

6xNortheast of Cattaraugus:

4/4 destroyer vs. 4/4 destroyer -> 2/4 destroyer.

3xSouth, 1xEast of The Nursery:

Stealth Bomber: 4/5 destroyer -> 1/5.
Stealth Bomber: 1/5 destroyer sinks.


I haven't opened the game, but I think the screening/scouting forces off the coast of The Council are now gone. Our Tactical Nuke was aboard the nuclear submarine Michelle Lee. Blast.

CommandoBob
Sep 23, 2010, 02:58 PM
Sent to Saber after Turn 305 was played but before it was sent to The Council.

Dear Fighting Men of Orange ,

The Battle Log


305 Battle Log

Summary:

Saber lost:
something


Free lost:
nothing


Details:
South of The Nursery (The Council)

4/4 Cruiser vs. something orange (unseen) -> 3/4 Cruiser.




Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Sep 25, 2010, 09:59 PM
Received from Saber with Turn 306.


Saber lost:

1 stealth bomber
1 battleship

FREE lost:

2 cruisers
1 battleship


4xEast, 3xSouth of The Nursery:

Stealth Bomber: Shot down by enemy anti-aircraft.
Stealth Bomber: Cruiser 4/4 -> ¾.
Stealth Bomber: Cruiser ¾-> sunk.

4xSouth, 2xWest of The Treasury:

Stealth Bomber: Cruiser ¾->sunk.

5xSouth of The Nursery:

Battleship: miss.
Battleship: Battleship 4/4->3/4.
Destroyer: Battleship 4/4->2/4.
4/4 Battleship vs. 2/4 Battleship -> ¼ Battleship.
4/4 Nuclear sub vs. ¼ Battleship -> ¾ Nuclear sub.


Looks like Henry Walton Jones, III went down swinging. :salute:

This leaves one Destroyer on that side of The Council.

CommandoBob
Oct 02, 2010, 10:48 AM
Sent to Saber after Turn 306 was played but before it was sent to The Council.

Dear Rattlers of Orange Swords,

The Battle Log


306 Battle Log

Summary:

Saber lost:
nothing


Free lost:
nothing


Details:
This space intentionally left blank.

(No combat occured.)



Sincerely yours,

Art Parry
aka CommandoBob

Let FREEdom ring,
Let the white dove sing...

CommandoBob
Oct 09, 2010, 01:31 PM
No battle log from Saber for Turn 307.

CommandoBob
Oct 14, 2010, 11:54 AM
Recieved from Saber with Turn 308.


Stealth bomber redlines destroyer 8xSW of The Red Tape.
4/4 destroyer sinks ¼ destroyer going 5/5.

CommandoBob
Oct 25, 2010, 11:37 PM
Recieved from Saber with Turn 309.


Nuclear missile dropped on Marad-Dur killing 3 citizens and polluting several tiles.
Nuclear missile dropped on Ninhursag-Ki killing 4 citizens and polluting several tiles.

Both cities were building ICBMs; two turns away from completion on Turn 308.

CommandoBob
Nov 08, 2010, 06:30 PM
Recieved from Saber with Turn 310.


Nuclear missile hits Cat Ballou killing 5 citizens.
Nuclear missile hits Chicago XIII killing 4 citizens.

CommandoBob
Nov 19, 2010, 03:36 PM
Recieved from Saber with Turn 311.


Nuclear missile hits Freehand killing 4 citizens and polluting tiles.
Nuclear missile hits Citadel of Ur killing 3 citizens and polluting tiles.