Dept. of Turnplay too

I would like to keep it and starve the little buggers. I don't think that the flip risk will be too high or will it?

We need a place to heal and most likely it will re-grow quick. I'm a little leary of razing too many cities as that will invite MIA to send some settlers up that way.
 
Abandonded cities? Is there even the remotest chance that TnT has pulled troops for a final suicide run onto our shores?

It sorta seems like they're playing the part of the harp seal all too well.
 
When they ran out of Immortals to attack that stack near Unabomb, I think that was a good indication of the state of thier troops (qty and location).
a. They needed to hold thier Eastern border vs us,
b. then Donuts attacks from the S and they have to shift some units that way.
c. We then do an end-run to the N and

They then have to make a decision: Hold the E/S letting the N die, or chase us to the N, exposing the E and maybe the S. Seems they chose the former rather than the later.

Personally, I want to raze Carpet bomb because it will allow all remaining forces to begin heading SE towards Unabomb. If we take and try to hold the city, we will likely stall those troops up there. At the very least, we will lose 1 pike and 1 LB to defend the city as we rotate the remnants to the S. They could also counter attack, gaining the city back and negating our progress. To me, the city to save is the capitol. We can then whip/rush settlers to fill in N and E of there. In the meantime, the razed size 8 city of carpetbomb will produce a lot of workers that we can use to road and irrigate the N for free.
 
I like the idea of torching the TNT bomb cities and keeping our hands on their capitol. Even if MIA is tempted to try and poach, so what? They had no hand in the war over there, so they won't bring enough troops to really protect them while we should have enough of the right kind to remove them from the ground when the time comes,
 
I can see the merits of keeping Carpetbomb and razing Carpetbomb.

In hindsight I agree with G-man and Bede that razing is best. I would forget the amphibious ops and march towards the Capitol. D-day 2 has been a classic flanking manuever. TNT is on the ropes. We need to deliver some knock out blows.

Join up the two task forces as soon as possible, three of four turns from now and roll through the TnT heartland.
 
@team...
With the unusual and limited placement of the saltpeter...
What are the chances some of the future resources are in the dark voids between the two continents sitting on an island?
Is the Great Meleet :worship: that devious?
 
suicide galleys!!!!!
 
Whomp said:
@team...
With the unusual and limited placement of the saltpeter...
What are the chances some of the future resources are in the dark voids between the two continents sitting on an island?
Is the Great Meleet :worship: that devious?

Meleet is good. Meleet is wise. If there is a resource Island between contients it is becuase it is the best possible means to the best possible ends.

Anyone who says otherwise is a Persian Heretic.

Sincerely,

Kick 'Candide' Booti
 
Whomp said:
@team...
With the unusual and limited placement of the saltpeter...
What are the chances some of the future resources are in the dark voids between the two continents sitting on an island?
Is the Great Meleet :worship: that devious?

Was it SGoTM6 where the Hydrophobic Americans had a nice starting position with horses only a few tiles away? Over the water! And the only source of Iron was at the far northern end of the continent through the Greeks and Chinese. Sadism is a valued core competency among SG admins.
 
SGOTM8...:scan:

and yes, that was quite a pain. seeing horses so close...yet so far away...only a little boat ride away...:p
 
After we get to cavs, then we can research caravels and go looking for the long lost island of Meleet.

First things first. We don't need to be losing any galleys on gambles.
 
The save is in. I didn't see any battle logs from TNT so that's good news.

If we are healed up enough, I think we ought to take another march towards Unabomb.
 
Log for Turn 138.

Diplomacy
Donuts send us Education accepted

City Builds:
GA ends
Senilityville worker -> settler
Paradise Hotel court -> rax

Begin the turn with 116g, -15gpt, Chems in 6.

F-checks and such:
Pop = 1
GNP (614 Million) = 2
MFG (149 Megatons) = 2 (161 megatons gets us to #1)
Land Area = 2
Literacy = 3
Disease = 2
Pollution = 1
Life Expectancy = 1
Family Size = 2
Military Service = 1
Annual Income (8 per capita) = 1
Productivity (674) = 2

Worker stuff:
Captured TNT worker moves N, will jump on a galley next turn.
Mine on hill finished near Simpleton, start roading.


City Management:
Shortrush LB via Pike in Gilfach
Simpleton is now doing 24spt, Pyramids in 12T
Rush Pike in SWKTD, then switch to LB and MM for 10spt.
Switch Dresden and Cyprus Creek to Settlers from Trebs.

Unit Stuff:
The borders of Unabomb have expanded.
Note: MIA galley is on a sea tile (Astronomy)
GS Bugsy’s Blade moves SW, and sees a pike in Capetbomb. Moves SW 1 tile, and the workers have left.
Move the 3 pikes and 6 LB’s SW 1T, then W next to Carpetbomb. Bugsy’s Blade joins them.
Move 1 vLB S to Iron hill.
¾ LB heals
Perky Gally blockades Capetbomb

Use a GS to verify that the horses are not connected.
Ship chain a LB and pike over to Malice and then move them to Spite.
Move another LB out of Spite to cover the trebs.
Redlined ePike and vMDI heal in Spite.


Turn after (139):
Builds due next turn:
Dunderhead -> LB
Notthefullshilling -> rax
SKWTD -> LB
Jesterton -> LB
Gilfach -> LB
Frozen Lake -> galley

End the turn with 72g, -11gpt, Chems in 6 (4.5.1)

180AD-1.jpg
 
In theory, by having that galley outside Carpetbomb, we have disrupted TNT's trade route to MIA. That should hurt both civs. March on Unabomb next turn?
 
Bugs I think we disrupted that trade route last turn when we razed Grenadeopolis. Chamnix noticed a glitch in the save. That's rough lose luxs and have a city razed on the same turn. Their WW must be painful.
 
Oh, you're right! Carpetbomb doesn't have a harbor.

Edit - We still haven't gotten any intel from our allies the Donutians. We really need to know how their part of the war is going. Specifically, I'd like to know if they are seeing any immortals. If they are, Unabomb may be lightly defended with forces shifted south. We certainly haven't seen immortals on the second beachhead which I was expecting. The question is: where are they?
 
Sir Bugsy said:
We still haven't gotten any intel from our allies the Donutians. We really need to know how their part of the war is going.

I'm sick of this fact. Can we detatch a GS or a horsie or something to go scouting along the Eastern coast of Battle Isle? That huge, gaping blackness is begining to annoy me.

I know it is a diversion of resources, but if we can't get foreign intel then eyes on sight is all we have left.
 
What happened on turn 139? Did we fight TNT? there was no battle log sent no turnplay log.
 
On turn 138 Donut bypassed some cities with pikes and are headed north.
 
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