smackster
SGOTM
Too late, already in turn 1, but no problem we got it with 17 Gold and his maps.
We have more than enough rubber.
We have more than enough rubber.

Speed is our primary objective, not a long drawn out campaign. So we need lots of artillery, lots of tanks, lots of transports to get them there, and a short sea route so that we don't have to build multi-stage ship relays to get the troops into position.Originally posted by Sir Bugsy
I think our industrial might will start to tell soon. Infantry, artillery, strong naval units, and tanks. With Hoover's and factories we will be generating some serious shields.
Has anyone thought about a campaign strategy for the Han?
A pillaging campaign should be in there. I think we need to think about a couple of carriers full of bombers off the Beijing coast to disconnect the city. Obviously that will require flight, so it won't happen early in the war. Should we take the same approach as last time transporting from Sagamihara or a different method? Obviously when the time comes air transport can be huge.
On invasion, should we establish one beachhead or several, Normady style?
There are always more than one way to approach a challenge like this, and I think it is fertile ground for a team discussion.
I'm not sure we need to construct elaborate methods to prevent their recovery. My prefered approach is just to move forward, and keep moving forward too fast for the enemy to regroup and to do anything constructive. Keep them on the back foot. We should aim to overwhelm them in 10 turns, maybe?Originally posted by Sir Bugsy
Optimum pillaging routes.... I like it. I suppose the best defense would be infantry armies. Should we consider parking a force on top of the pillaged resource to prevent rehook up as long as possible, or perhaps a "Sherman March to the Sea" path of compleat destruction. A broad path of roadless/railless tiles in the middle of Han lands wouldn't help their war effort very much.
We discussed your optimistic theory about differential ship movement before, and I posted a map showing how it worked then for Cannon Kublai. You can't get from harbour to harbour between the continents in one turn with a single ship. Sagimahara to Kunsan, for example, needs 16 movement points. A Transport under differential movement rules has 10 movement points per turn.How many tiles is it between Samgamihara and the Korean coast? I think a transport may be able to go harbour to harbour in one turn with the differential sea movement.
Posted right at the same time, I see...
) Ship relays it is. I will practice tonight. The only time I've done it, I had trouble in the transfer. i.e. transferring from one ship that just moved to another ship that just moved. I wish this game had the PTW function of being able to rename units.Here's my view of the fastest sea route to Beijing.Originally posted by Karasu
Good discussion
And good to see that we really start rolling. I only wish our tech progress were faster, but one can't have everything I guess...
Anyway, I had also been considering a detached, smaller, pillaging group to try and disconnect Beijing. The main drawback is the long route towards it, with lots of sea tiles.
But it may be worth the effort, especially if we time it well with the main attack.
Ah, yes. We've had a brain cell massacre here as well over the last couple of weeks.Originally posted by Sir Bugsy
Ah, yes... I remember that discussion. And yes, I remember killing the brain cell that held that information. (I need to be careful... running out of brain cells.)
Yes, it's tricky. Assume we have two shiploads of troops arriving, and two ships on station ready to take the troops on board and continue their cruise. The way I do it is to move one loaded ship at a time to the rendezvous and wake all the troops in the arriving ship. Select one of the units to transfer and tell him to Load. He can only load into an empty ship, as he still occupies his place in the full one at the moment. Then tell the next unit to Load. He will have a choice of three ships. One has a single space vacated by the first guy, one has 8 because it's still empty, and the other has 7 because it contains his mate. Select the one with 7 spaces, and remember where it appears in the list of three. Now move the rest into that ship, using its list position to identify it. Move the full ship to its next destination.Ship relays it is. I will practice tonight. The only time I've done it, I had trouble in the transfer. i.e. transferring from one ship that just moved to another ship that just moved. I wish this game had the PTW function of being able to rename units.
OK. Here's a minimap. The Han have the entire light blue continent, which Bugs insists is Korea, confusingly. We the Oda have the rest of the world with the exception of two cities I have marked "N" - Nagasaki (Shimazu's only city, their one-tile-island capital) and "T" - New Tsingtao (Han's recent incursion on ex Shimazu-land).Originally posted by mad-bax
Could someone post a recent full screenshot for our lurker friends please? You haven't posted one in a long while.
Thanks.
Where's cracker to back me up on this one?