GR18-AWM Genocide Variant vs 30 Civs.

The benefit of flight first is bombers. I guess that is worth going for before tanks.

I vehemently disagree. As I mentioned during the final phase of our last game, bombers are a dreadfully inefficient tool for wearing down the garrisons of enemy cities, compared to artillery. They waste attacks killing the population and destroying improvements, and when we're advancing quickly--which we have to do in this case--they lose every other turn to rebasing. The lethal bombardment is a very minor compensation for all these problems. Normally this is an academic debate, but in this game we won't have the time to build up large forces of both artillery and bombers, and if we choose bombers their deficiencies may keep us from winning.
 
Well then are we going for tanks before flight then? ppl seemed in favor of flight, but the ability to air transport across cav or workers isn't very much. If we also think bombers are inefficient then lets go for Tanks first so we can start getting them elite and getting tank armies.

I am perfectly happy with tanks first myself.
 
ok, got it...does that mean we have still no units on the other continent at all? This has to be rush after getting destroyers. I will cash rush as many as we can in case we have any cash in the first place
 
We have enough infantry now, considering their minimal offensive value and the fact that we won't be holding many cities on the enemy continent, given our variant. We should switch all our cities building inf to artillery before hitting Enter, even if it isn't shield-efficient. This is particularly important because we can't airlift bombardment units, and the artillery force we send off with our grand armada will be all we have on the other continent for some time.

We should also make sure to include in the great convoy a couple of workers, since we can't use captured workers for airfields, and some settlers, since we can't airlift them either.
 
ok, got it...does that mean we have still no units on the other continent at all? This has to be rush after getting destroyers. I will cash rush as many as we can in case we have any cash in the first place

I thought we were agreed to start to invade after we have destroyers as our ships got sunk previously. There are still a lot AI ships in the waters.

We have a good number of galleons at silk island. With 2 or 3 destroyers the galleons should be safe for travelling.
 
I thought we were agreed to start to invade after we have destroyers as our ships got sunk previously.

Yes, we were.

markh said:
We have a good number of galleons at silk island. With 2 or 3 destroyers the galleons should be safe for travelling.

With all those ironclads around? :eek: I was thinking in terms of about ten destroyers. A delay of a few more turns won't beat us, but losing the convoy will.
 
With all those ironclads around? :eek: I was thinking in terms of about ten destroyers. A delay of a few more turns won't beat us, but losing the convoy will.

I did not see many ironclads and I sunk a good number of them at Western Shores as mainly they ended directly at the city. However your point is valid of course. We do not want to lose our convoy and we can have a good number of destroyers quickly.
 
I would think that at least 4 DD's would be used and 6 is better. You cannot gamble that no one will attack a stack of 3. It may or may not work, but as NP said, we cannot afford to lose galleon or xports.
 
I help you out with that mystery as I played 5 turns (it is very quick with so little going on). The enemies' ironclads and frigates don't bother about destroyers and I have landed 5 transport loads on the other continent already. On turn 5 started to raze the first Arab city.
 
save

Pre-Turn
MM and employ more tax men, we now make 550g for a turn, more money to rush destroyers

IT we get combustion and I cash rush 4 destroyers for a good first attack convoy

1.1956AD
upgrade 4 galleons to transports
use some infantry disbands to rush a destroyer in Western Shores
Mm and increase number of scientists to 550, reduce research to 40% and we get mass production in 5 at a surplus for some
upgrading

IT Western Shores gets the brunt of the attacks

2. 1957AD
nothing really happens here
Only thing is that I send out convoy of 3 transports with a destroyer from Western Shores

IT as expected the enemy does not bother about the destroyer, good for us

3.1958AD
2 more transports are sent on their way filled with an army and more artillery

IT an Indian frigate bombards a destroyer and takes off a hp, we need to be careful after all

4.1959AD
land a infantry, cavalry army + some artillery in Arabia
2 more transport will arrive next turn, more destroyers moving in to protect

5. 1960AD
raze the first Arab city after defeating 3 rifles inside
found a replacement, drop another army with artillery in Arabia

IT things are getting a bit annoying as the enemy sinks a destroyer and 2 transports after bombarding them
all are empty, thus we didn't lose units
we get mass production, go for motorized transport in 5

6. 1961AD
we surely need more destroyers now...
raze a second Arab city, Chittagong...well surely it was originally Indian
cover all artillery but need to leave 1 cav army alone, hope the yellow army will survive

IT well, the additional shore bombardments does the job and India finishes off one of the cav armies we have there :(

7.1962AD
we get more transports and destroyers into the zone where we need to channel our units
this also helps to clear out some enemy naval units

8.1963AD
get some serious convoys of 1/3/3 transports with escorts going towards the other continent

9. 1964AD
get closer with 2 landing parties
while defeating the usual landings in the east, get another army

10.1965AD
start to bombard Lahore and it has an awful lot of units inside, maybe we should simply move on to other cities
however. we land 4 more armies there and have 6 of them around the city

try my luck again and get another additional city...the inter turn was very slow, guess someone is fighting out there

with our convoys pretty safe now, we should be able to ship more stuff over. I have included 1 settler so far,
we have to get a worker there as well for an airfield later on.
Since we are getting tanks next turn, production has to be swapped via the big picture
I am sure we can get flight in 5 turns at big surplus

gr181965.jpg
 
"4.1959AD
land a infantry, cavalry army + some artillery in Arabia
2 more transport will arrive next turn, more destroyers moving in to protect"

This why we need 4 to 6 DD's, so that bombardment is not likely to mean attack and sinkings.

Yup, armies on shores are canidates for extinction. The extra moves to naval units hurts when they are not going across the ocean. They can get to where you have exposed units to ping them down.
 
Good work sending out exploring destroyers. :goodjob: We need to do that.

Since we are getting tanks next turn, production has to be swapped via the big picture.

Just to reinforce Rat's point, all seven of the towns we have working on infantry should switch to tanks via TBP. We've overbuilt inf and there's no reason ever to complete another one.

We shouldn't overlook the ten armies blocking landings on our northern mountains when we're deciding what to ship over to the enemy continent. There's a full-strength cav army in that group, and a mixed cav/knight army.
 
I fully agree that we should ship over all useful armies eventually. I kept some infantry builds as I used them to disband/rush some naval units. We do not really need to build more transports as we can slowly upgrade the huge stack of galleons we have (that's what I have been doing). Get some more destroyers in our western Island for naval supremacy.
 
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