= Turn 230 =
Headline News:
I’ve invaded the Center Island
Front #1: The Southern Pass:
Bombardment continues as usual… I take most of the infantry for the frontlines away from here. This makes me a little nervous, but I position 2 Flack Guns in the barricade to beef up defense there a little bit.
I have 16 Infantry and some misc muskets left to defend. In a barricade on a forest tile – that should still prove to be quite the obstacle.
Front #2: The Northern Pass:
Whomp moved a second Musket into the barricade protecting his rail line into Perf’s Avatar.
… so I had to abandon my hopes for pillaging all his access to that city. I did opt for taking out his rail and roads in the tile next to that.
It cost me 2 explorers (which I was able to disband to prevent capture) – but I think it was worth it, to prevent Beorn from moving units up there close by. Now only Whomp has access to the North pass, since Beorn won’t be able to move through Whomp’s rail blocks.
Front #3: The Center Sea:
Here was all the action!
Massive bombardment of the Gems mountain killed off 4 more Roman Infantry and redlined the rest.
I invaded with 10 infantry, and now hold a barricade on the Iron Hill +150% defense
I captured for workers, which I loaded back onto my transports.
My transports used up all their movement to reach that tile, and thus were unable to retreat to safety. I covered them with 2 Frigates… but goofed on the other 2 frigates. Ugh. Anyway - Beorn has a
lot of targets to shoot at. The real danger is going to come from Whomp who can move up a bunch of artillery to Perf’s Avatar and bomb my whole fleet to sticks. Then the question becomes how much naval power do they have in the area to actually sink boats?
In hindsight, I should have rushed a transport in Kraken Killer… I’ll do that next turn.
I’m really hoping at least 1 or 2 transports survive to haul reinforcements over. If not, my infantry will just have to hold out 1 more turn on their own.
Front #4: The Big Ocean:
Well – turns out Beorn has a fleet of
at least 4 Frigates and a Cruiser in the big ocean. That smells a lot like a coastal bombardment fleet.
They took out my only eyes in the big ocean… so they could be anywhere.
I reprioritize builds along my East coast – I’m working on 4 Destroyers now.
I also assigned some workers to build fortification on my coastal luxury resources. You might want to do the same, Niklas. Give ourselves a little extra protection from Bombardment and riots.
The Empire Update:
Science stays at 90% - Mass Production on track for turn 304.
Here’s what I’m working on:
Here’s my thinking on the builds. Any insight/criticism is appreciated:
- Bombers: These are a priority right now, and most of my high spt towns are working on them. I only get 1 more next turn, then 2 more, then 2 more. Is this enough? Too much?
- Flak Guns: I’m also trying to rapidly build up on these to cover key assets from counter-attack. I’ve got 4 currently. 2 More will complete next turn, and then by turn 304 I’ll have 9 of them. Since the Bears are behind us in building bombers – I’m hoping that will be enough to deter them from attacking key points?
- Fighters: I only this turn started building any. By diverting one flak build and spending 50 gold to rush I’ll get 1 right away next turn. I’ve got 3 more in production – but only one completes in the next 5 turns if I don’t rush any. How important should these be?
- Destroyers: I ditched a few Flak builds in order to get some sea power going. I may need to rush some of these builds in order to combat Beorn’s fleet. I really don’t want to have to deal with losing productive tiles every turn. Once I can take out that cruiser, I can potentially use bombers to defend my waters.
- Other:I’ve got a few worker builds in my non-productive towns, basically I need to beef up my worker force to get ready to repair bomber damage and/or build airports and/or build fortresses to defend my coastal tiles. I’ve also got that transport build going in Kraken Killer in case I lose my whole transport fleet this turn. I’ve also got a handful of explorer builds to basically use as disbanding shield fodder to help rush things as needed. (awesome for putting shields in a bit to save the penalty for rushing walls in a new city with no shields accumulated yet, etc).
Here’s a special wide-screen composite shot of the world for you:
Bear Update
- My military is Strong to Beorn / Average to Whomp / Strong to Niklas
- Whomp has flight now. Beorn will presumably get it this turn.
- 24% of the world's citizens are Sumerian. (Top rival = Whomp at 27%)
- I control 19% of the world’s land (Top rival = Whomp at 18%)
Long Range Planning
Any more thoughts on handing the center island invasion?
Comments on my build plans?
@Hasdrubal - I've never been clear on how guerrillas work. Do they get repeated defensive bombardments? If not, they seem like a total waste of shields vs. Infantry to me. I've never ever built one. Also, re: Marines. I'm not sure we're even going to bother with that tech at this point. Is there some reason you think it'd be useful?