I had to reconstruct some of this report. I think I got it accurate...
Preturn: I make a few minor Adjustments.
IBT: There certainly are a lot of units. Boats Bombard our shores.
1792 AD:
Raze Nemausus using the Tank army and
Raze Glevum with Bombardment and a Cav army. This will allow our armies to join one another.
My tanks do poorly in Beachhead City. I am trying to promote them to Elite. but 3! full health tanks lose to full health Rifles.
I attempt a careful steal and fail. Immediately replant the spy
IBT: More Bombard. No landings
1794 AD: Advance our Armies toward Lugdunum. I decide to take the route by Caractonium. Our Tanks continue to do poorly. A singe Rifle takes 1 hp total while causing 2 tanks to retreat (we are not talking on mountains here either) None lost this time though.
With the Celts having no more subs, I am going to try to transport more stuff to the Celts lands.
IBT: More Bombardment By boats
1796 AD: I bomb a city and destroy a 2 Bomber and 2 Fighters. Celts have 1 Bomber left.
Disband an Immortal Army This is because our Army city cannot build one. We have hit our limit
IBT: Bomber bombs our Army. More boats.
1798 AD: In a show that the game is turning in our favor, I sink 2 Celt Transports before they land.
A bunch of Artillery (19) arrive in Beachhead.
Our attack on Caractonium is finally in place.
We steal Atomic Theory
1800 AD: Attack Caractonium (Big size 19 city) and Tabriz (small Celt city near beach head)
Sink Some Ottoman ships
IBT: We are slowly pushing back on the boat attacks.
1802 AD: Get a Leader attacking Tabriz. Disband a second Immortal Army.
Tabriz is razed
Armies near Caractonium heal - we killed a few TOW but took damage.
1804 AD: Many Armies are real low one HP (infantry is at full) but
Caractonium is Razed
I check how far they are to the wonder, and it is 5 turns. That is a problem as our Artillery will arrive in place to bombard in 1812 when it will be 1 turn. Checking on the cost of Sabatage, it has increased more than I thought it would have. Stealing Atomic theory may have been a mistake. I wasn't expecting the price to jump. We are now farther away from Sabataging production as compared to before.(Even an immediate has jumped to 4k).
I am guessing the cost per shield increases as you get closer to completion? Either that or I messed up my calculations. Does anyone know this? I rarely need to sabatage so I don't know the ins and outs.
e.g if you double the shields, the cost to sabatage may be four times as much (or something like that)
If we have to just use our armies without any Artillery we may not succeed.
1806 AD:
The Armies that attacked are healing up while the Infantry army and artillery advance. This will give them some healing which they badly need.
We
Raze a town near our Beachhead I forgot to note its name and its not worth reloading just to look it up.
This also means that speed 3 units cannot reach our baracade in one turn. I am going to open up the choke.
IBT: General Ottoman and Celtic movement toward us. 3 Sapahi make it to outside the Barracade/
1808 AD: More healing of armies and Artillery advance.
We kill the 3 Sapahi.
IBT: Sapahi completely block the 3 ways to get to the barracades. The Celts head back. Ugh! I was hoping to lessen the guard in Lugdunum
1810: Slaughter about 25 Sapahi. Going to play over to end the UN threat
The armies have to advance even though they are not wholly healed. A thought occurred to me - I can place the armies around the cities and try to cut down production and get the extra turn I need to use the Artillery. We can also do some pillaging with the explorers.
1812 AD: Well we do our best. Lugdunum is on a hill and our Tank army is still injured, we NEED the artillery support. The armies are spread out on the mountains and hills. The explorers are willing to sacrifice themselves to pillage key squares.
Investigate the city and we have a reprieve! It will take two turns to finish the UN! Now all I have to do is take the city in one turn.
I also move my armies to open up the floodgates in such a way that the Ottomans will not be able to block the way. I am hoping to pull out defenders out of Lugdunum.
Attack some more units and finally get a leader. The cost to Sabatage is now very high.
IBT: Mass Celt movement (and Ottoman) toward us.
1814 AD: The bombardment weakens the defense, but there is enough defenders that it is not a sure thing. The Tank army kills a 3 hp one, a Healthy Cav armies HP just melt away - it barely manages to kill the last 3 hp TOW, Almost healthy Cav army kills the first 2 hp TOW quickly, but drops to 1 hp on the second attack, retreating. Decide to use the Tank army next even though it is in the red - it has the best chance - it wins, a half injured army fights the 1 hp TOW and there are Flaks on top.
The rest of the Cav armies handle the Flaks, though I leave an army with 3 hp on the city square.
Lugdunum is Razed No idea what wonders I just destroyed, but I know it was a lot of them. Lugdunum was the lead city in culture.
Fortunately, I didn't have to use the Infantry Army as that would be equivalent to giving the Celts our Artillery. The injured armies use their remaining movement to hide under healthier ones. They should be safe. Urgh! That was nerve-wracking.
The immediate threat of the UN is ended for the moment
Well I can spend the money I have.
Safe steal nets us Electronics. Welcome to the Modern Era. We get Robotics as a Freebie
IBT: The Celts start the UN again in Richborough - Size 22 on a hill. Lovely. On the plus side it is near enough to the oil that the explorer can go pillaging it.
I am going to even out the turns to 1820 need some cleanup rounds anyway
1816 AD: Neat - we have razed enough Celtic cities in the area that there is a small piece of non-Celtic lands where are armies are.
1818 AD: Build an airfield and ship over a bunch of units. I think we have enough units to hold off the attacks.
IBT: A whole bunch of attacks. We lose a TOW and an Infantry.
1820 AD: We build a Barracade to eliminate the Airport - so our units can heal.
Our injured cav armies (from taking Lugdunum) and Inf Army are about two turns away from full health.
Attack Rutapaie which has a ridiculous number of units in it this turn for some reason.
Notes:
The Celts keep switching which city is building the UN. I will post a screenshot. You can see our forces to the right. I am more inclined to continue attacking them. They are running out of strong cities. We have razed much of their main core.
The Celts have 2 Cavalry (they had more but they impaled themselves against our Infantry Army), 118 TOW, 88 Rifles, 6 guerilla + some other lesser stuff
The Ottomans have 12 Rifles, 161 Infantry, 4 Sapahi, 39 guerilla + some other lesser stuff.
I was sending some artillery over to near Richburough. This makes Richborough a decent target with the Armies that took out Lugdunum since more artillery can join that stack. The biggest problem is that Richborough is no longer the UN city.
I do have a lot of armies over on the far continent group of 5 attacking Rutapaie near the Beachhead city, 6 were part of the Lugdunum attack, 3 guard Beachhead which is safe as long as the armies block access to it. one on the rubber and two by the oil.
One other Army is on the main island which the Celts have been most recently attacking. and one on the Egyptian island.
There is a transport get the army to the Arabian island, so an army can go from island to the other and still attack
We have a Hoover build as well as a UN prebuild. Our Palace completes in 12, so we will win the UN race if we can steal the tech by then.
The only modern tech the Celts have that we do not is Fission.
The Celts Lands:
The current UN city: