RomeoRedux Altruistic Americans (Sid)

romeothemonk

Order of the Engineer
Joined
Feb 26, 2004
Messages
2,253
Location
Rapid City, South Dakota
Kicking off a semi-grand tradition, (I didn't sense enough support to do a full series, so I will take it one at a time. :cry: ) This is not an RBCiv Conquest, as the interest level was low, but I am going to throw together a game anyway.
This is WW2 in the Pacific conquest. Special rules are as follows:
1) We must never sell anything to our allies. We can only give stuff away. We can use our gold to buy stuff, but only gold, no resources, techs, or luxes.
2) We cannot steal technology from our allies. We can steal technology from the Japanese, as America copied some componenets from a Zero fighter.
3) No Nukes. Thus the Greenpeace label.
4) Pollution cleanup must take all availible untasked workers at the end of every turn. This includes flying workers to Hawaii if need be. If a worker is mining and it takes 3 turns, he doesn't have to be interrupted.
5) Sets are 3 turns long. Again for Bede's sake, sets are 3 turns long. (I have to rib him a little for taking 5 in the first Romeo game.)
6) Try to stick to a 24 got-it, 48 posting on the turnsets. I know that this time of the year is very hectic, and if you need a swap, it will be granted no questions asked. I will try not to skip as I think each player will only get 2-3 sets.
7) I used a large map previous to this, so it should be close on the world size bug. No first turn airlifting.
8) The first 3 turns go to the first to call got it, then follow the roster. This rewards those, like me, who cruise their computers on Sunday instead of being productive to society.
9) No zipping the save files. This drives me nuts. :lol:
Now the nitty gritty.
The Scenario

Opening.jpg

Our lands

American_Core.jpg

Phil.jpg

The Techs

tech2.jpg


The Roster:
Bede
Sir Bugsey
Dwip
Grahamiam
Justus II?
Romeothemonk

The Save
 
Whoever grabs it first should decide whether we want to research or not. Also, consider selling off some of our lesser bildings, (Court in capitol, a lot of Civil Defenses, etc.) I know one of our core cities needs a factory.
I like to build a ton of workers early and keep improving our terrain, while building some airports early, then shifting to Marines and Planes. But the purpose of an SG is to get other opinions, and I gladly request everyone's opinions. I know that there are many solid players here, heck everyone on the roster is really dang good. Maybe we can come up with some original ideas. (I want to see how someone else starts this scenario, that and I am finishing up my classwork for the semester)
 
:salute:

Three turns and stop, three turns and stop. Aye, Aye.

Can't kick it off tonight....unless I get insomnia.
 
First, a quick comment (I didn't see any mention earlier). I was going to ask if AP was disabled, but from the screenshot, seeing Puerto Princess will take 70 for a flak, it must be off. (Which is good, just double-checking).

Research is a good question. I've never played with Sid Allies before :) , I would assume they should be able to research many things for us. Unfortunately, they won't give them away like real allies would! I would recommend we research Advanced Flight (the tech for fighter-bombers). They are far more effective than fighters or stand-alone bombers (IMHO), and I don't want to rely on the AI researching it for us. After that, I'd go in all-cash mode and buy the others. It will be a while before we are in position to use land forces, so I think we can assume we'll be able to get the marine and tank techs along the way.

I also agree with getting a bunch of workers early. Remember, workers can't be airlifted, so Hawaii will need their own.
 
Checking in.

Without the benefit of either Sid experience or scenario experience, it would seem to me that the route of cranking a few workers while researching our way towards both better planes and marines seems to be the way to go, with hesitant emphasis on the planes with marines to be bought/stolen later. Would further seem that the tech tree after those two techs is mostly irrelevant for us.

I'm a little at a loss for a military plan, though.

On another note, fair warning that Sid and this scenario is going a bit out of my comfort zone, as I've never done Sid, scenario or otherwise. Little Deity experience, but. So when all our cities riot on my turn, and all our carriers are mysteriously sunk by the IJN, apologies in advance. ;)
 
I usually use our fleet of green battleships and Redlined BB's to bombard parts of the IJN, then use reg destoyers or subs to counter attack on either the first or second turn.
Key to note, there is no War weariness in this sceanrio. American workers road in 1, RR in 2, on flatland.
Still waiting for the first got it or are we all waiting for Sir Bugsey to check in first.
 
Taking a stab at it tonight...

Three turns and save, three turns and save....
 
The only way to keep Manila is pray it doesn't fall on the IT, then airlift all the MG battallions I can find. Course, it needs an aifriled for that.
 
Have it build a worker, and make an airfield, then rush MG battalions? Or just short rush MG battalions on a regular basis?
Not care about keeping Manila? Draft like crazy?
The opportunities are near limitless. (No drafting on the first IHT turn).
Also, everyone please post at least 1 Screenshot for the lurkers, as I like keeping people up to date with how we are doing, and showing some of the moves we make.
 
Built an airfield with rushed worker. Airlifted all mainland units to Manila. Burned the western Pacific fleet delaying the Japanese transports. Blocked the IM landing spots. Manila still stands.

Here's the log:
Recap rules:
1) We must never sell anything to our allies. We can only give stuff away. We can use our gold to buy stuff, but only gold, no resources, techs, or luxes.
2) We cannot steal technology from our allies. We can steal technology from the Japanese, as America copied some componenets from a Zero fighter.
3) No Nukes. Thus the Greenpeace label.
4) Pollution cleanup must take all availible untasked workers at the end of every turn. This includes flying workers to Hawaii if need be. If a worker is mining and it takes 3 turns, he doesn't have to be interrupted.


December 6, 1941

Army and Naval intelligence reports a Japanese submarine off the coast of Hawaii, yet the War and State Departments make nothing of it, after all aren't we shipping scrap iron and oil to Japan....

Close down the Civil Defense Administration, we are at peace with the world, after all.

Send the Chinese some spices and hope they make General Tso's Chicken for dinner.

The Dutch East Indies can use coal and iron. The Commonwealth is well supplied.

Tell our scientists to develop our Advanced Flight post haste.

Order CCC work gangs in all the mainland cities.

Order a worker in the island towns including Manila for airfield construction.

Imperial Marines capture Aparri on Luzon and take Guam.

Jan 1942
Our science rate is unsupportable above 50% since we can't sell things to the allies. Turn down research on Advanced FLight to 50%, though the 1 turn at 100% picked us up a bunch of beakers.

Citizen assignments take a lot of thought. Everybody not working a commerce producing tile becomes a cop.

San Francisco and Honolulu start factories.

In the first engagement sink a Japanese sub west of Honolulu

Sink an IN cruiser and wound a battleship at Manila. If the Marines at Arripa come south on transports Manila falls. So I move the Pacific Task Force out to block the coastal lanes.

Workers were used to build airfields in the islands and at San Diego so another draft is ordered from the CCC at home.

There is a factory building in San Franciso. Once it finishes we can mobilize.

The Japanese fleet in the eastern Pacific is exposed between Midway and Honolulu with bombers at Midway, cruisers and battlewagons sortied from Honolulu and subs waiting to pick off cripples..

Japanese subs create carnage amongst the western fleet, sinking a destroyer and two submarines, and the IJM take Davao and Wake Island.

Feb 1942
Our spare coal was on the islands of Davao and Luzon, so know we have none, and our gracious allies want the entire economy for it.

Battles at Midway do not go well. Sink a Japanese carrier but fail to sink another crippled one.

Japanese assault Manila from the sea but fail and their battlewagons play kill a fleet with our destroyers.

The western Pacific naval force is down to one destroyer.

Mar 1942

Our sub commanders in the North Pacific are incompetent. Crippled carriers escape their torpedos then sink 'em. The Japanese fleet air defenses have cost us bombers from Midway and the carriers. And the fleet gunnery officers need to be replaced. Can't hit the broadside of a battleship.

Drafted some GI's to stiffen Manila. It's in pretty good shape. Get some tanks there, on a transport now, and we can reclaim Aparri and get our coal back.

Workers at home have been mining any spot showing more than one shield.

The Northeast Pacific
Mar1942EastPacific.jpg


The Southwest Pacific.
Mar1942WestPacific.jpg
 
looks like we're holding. may i suggest that we just follow the roster in romeo's post, putting bugs up and dwip on deck?
 
That is the plan. But Bugs hasn't checked in yet, so if someone wants to warn him that he is up, or even check if he is interested, we should be good to go.
So here it is
Bede: kicked us off.
Sir Bugsy: UP NOW pending confirmation (Play is 42 split on 2)
Dwip: 2nd-string
Grahamiam: Third on the depth chart, but injuries might make him move up.
Justus II: On the scout team
Romeothemonk: Trying to find the stadium.
 
lurker's comment:
Our sub commanders in the North Pacific are incompetent. Crippled carriers escape their torpedos then sink 'em.

This is historically accurate as american torpedos didn't detonate as they were supposed to at the start of the war.
 
Subs with vasectomies?
 
Sir Bugsey ---Skipped
Dwip In the Game (Only 24 on the play clock, or is it 48? Tough to read from here).
 
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