Turn 170, Combat Report Continued
Northwestern Front (American Reclamation Corporation)
American Reclamation Corporation started the turnset at Supremacy 4 while I started at Supremacy 6.
After piling into the countryside near her capital unopposed, I sized up
ARC's defenses on
turn 157
My 4
CNDRs, 2
Gunners, and 1
Artillery faced a very strong 60
capital defended by 1
Gunner, 1
Marine, and 1
Armor.
The
Tacjets were a minor nuisance because their attacks were so weak,
CNDRs frequently killed them.
Sensing weakness, I surged forward.
The defenders were swept away as the capital was encircled.
Ranged units blasted
Central (the capital) while
CNDRs burned +50hp promos and chipped away too.
Central nuked one of my
Gunners for 89hp and a
Tacjet finished it off, but that was the only real counter attack that had any effect.
The
ARC capital was captured and annexed on
turn 160.
Amazingly it kept both the
Defense Perimeter and the
Rocket Battery.
It should definitely be able to defend itself.
Healing up a bit, the army moved northwest to capture another city, but it ran into a wall.
Well well
well, the
ARC had their own
CNDR!
Not only did the
ARC almost managed to kill my lead
CNDR, but I forgot how crowded it was and the
CNDR on my left flank got blasted by
Vanguard.
I gave up on taking
Axiom and retreated to focus on healing all my units up to full while scheming what to do about the limited room to maneuver.
Noticing the snowy landscape to the northeast and the 2 spots I could place ranged to shoot
Vanguard, I changed plans and attacked west.
First I dropped a
TacNet Hub Satellite 3 tiles from
Vanguard to boost my 2 ranged units and 1 melee unit while hoping she used her
Rocket Battery on my troops.
Rocket Battteries have an anti-orbital range of 3 usually right?
The road and the flat terrain made it very easy to penetrate the land around
Vanguard quickly.
Once again, the AI tried to go around my melee to attack my vulnerable ranged units.
My
Overseer (T2
Gunner) killed a
CNDR that tried to swim.
My
Educator (T2
Artillery) had an opportunity to kill a full hp
Armor and save the
Overseer from a certain death, or it could blast
Vanguard for half its hp.
I chose to sacrifice my
Overseer to take the city faster, and
Vanguard fell on
turn 170 killing a full hp enemy
CNDR inside the city!
I forgot that unlike
Gunners,
Artillery can't move and then shoot.
It takes them 1 movement point to set up before they can fire.
Thus, the
CNDR backing up my
Educator is out of position to engage the
ARC Armor, and blasting the
Armor with the
Educator didn't quite kill it.
If the Armor gets a +50hp promotion next turn, my
Educator could die, but if not then my last ranged unit will probably live.
Regardless of what happens, my 4
CNDRs are now tasked with protecting my 2 new mega cities while they heal up and establish trade routes.
Taking a 3rd
ARC city will depend on if
ARC turtles up or not as no reinforcements are being sent in the near future.
Northern Front (Hutama of Polystralia)
Pembela remained an impenetrable coastal fortress, so I ignored it this turnset.
In fact, I sent the lone
CNDR guarding it to the east to help its brother unit patrol the new continent.
Far more interesting things were happening there...
Northeastern Front (Slavic Federation)
An interesting problem.
Do I take a near defenseless outpost and make it mine, then spend lots of turns to grow it into a city? (my bad health gives -50% outpost growth)
Or do I wait until it becomes a city, then violently take it for myself?
I decided to do both!
Why not beat down an outpost to very low hp the turn before it turns into a runt city?
What a great idea.
The next turn...
OMG WTF just hit me?!
It healed up into a full hp city!
And insta bought a
Rocket Battery!!
And where did that
Artillery come from?!!!
......Crazy Russians.
Fine, no more waiting around, all outposts are gonna be taken without waiting from now on.
The other
Slavic Colonist sailed away to the east, but 2 more
Colonists from
ARC arrived on the western part of the island.
Easy pickings mmm.
Fortune was easily captured on
turn 170 and became my own outpost renamed
Caminho Celeste.
Once the 2nd
CNDR arrives and heals up, the
Slavic Istochnikal has a good chance of falling to both of them as long as it doesn't get any stronger.
Or maybe it is already too strong?
Might have to send a 3rd unit from the homeland now that I think about it.
Eastern Front (Pan Asian Cooperative and Franco-Iberia)
Lots of naval
Trade Vessels got made this turnset.
Lacking any navy at all, I constantly worried about a large AI navy showing up and blowing them to pieces.
Thankfully, only 1
Slavic Cruiser showed up!
Finally, something for my 1
NeedleJet trapped on the home continent to play with.
A coastal T2
Gunner finished it off later after it blasted my outpost down to 1hp.
Up north in
PAC territory, my lone 24
Disciple fortified in a forest to heal and killed 5
PAC Tacjets in about that many turns.
I was almost tempted to leave him up there forever, but another unit was needed to attack the
PAC's newest outpost, so he walked west out of the
Canyon of Doom™ shooting down
Tacjets like candy.
Thus,
Ganzorig was Annexed on
turn 168.
Despite all my plans of focusing on the southwest front,
turn 170 found
Kavithan to be the strongest civ in the world (barely), and
Franco-Iberia to be the weakest (
ARC and
Polystralia already lost their capitals).
And when I call
Franco-Iberia weak, I'm not kidding!
They are still only Purity 2!
And the outpost
Fiel I took from them on their border near their capital?
Defenseless for around 30 turns and not one single attack on it.
So, all my reinforcements streamed into the eastern continent, ready to put some hurt on
Franco-Iberia.
One
Overseer, a
Prophet, and my
Disciple will try to capture that
PAC city north of the
Canyon of Doom.
Everyone else will stream east on the road built by enslaved workers to smash
Franco-Iberia's capital.
The world's casualties were 1
Marine, 1
Guardian, 2
Gunners, 1
Gunboat, 1
Cruiser, 6
Armor, 2
CNDRs, 17
Tacjets, 2
Workers, and 2
Trade Convoys.
I lost 2
Gunners, 3
CNDRs, and 1
Overseer.