Ministry of Defense, Omega Term

thanks! I wouldn't have thought it works that way.
 
Next turn (207), we have to rebase all our bombers appropriately for turn 207. Unfortunately, I failed to get any information on KISS' strength, but we did get some info on the Nuts at least.
 
chamnix said:
I failed...

I'm shocked to hear Dear Leader say these words :lol:

I'm not maintaining the armory these days, unless anyone specifically requests. Failing a big tech boost, I don't think there's much value to be gained from the actual numbers of strengths - we're not about to change our strategy based on armory numbers.

Can we reconnoiter a little north of the coast - see about avoiding those barricades? A destroyer or two would be useful there :mischief:
 
:bump:

OKAY ... It's time to start really discussing and fine tuning methinks !!!

:confused: I'm not sure why we havn't started already, the attack on KISS was drawn and redrawn many many turns prior to zero hour.

So starting off, what I'd like is ... Mr. Minister :salute:

A list of primary target cities on the coast.
A list of secondary inland target cities which our Cavalty will take.
The starting locations of our transports and their respective cargo.
List of enemy Cities within range of our bombers.

Reason ... I am not so sure our plan will work as smoothely unless a little think tanking starts now.
 
Personally, those barricades scare me. I think they are the single biggest threat to a 1 turn domination. I have never used barricades (that I have defended inside) so I don't know their effects as such. I'll make a simulation at school tomorrow and get the results in about 17 hours, but if anyone can do it earlier, please do.
 
I’ve never used barricades either, but I think there are 3 relevant facts to them:

1. They add an additional 50% defensive bonus beyond that already added by a fortress.
2. Any unit that tries to go through a tile with a barricade is forced to stop even if it has movement points remaining.
3. Most importantly, they can be destroyed by bombardment.

As long as we don’t have to go through layers and layers of them, #3 makes them an inconvenience instead of a problem. Hopefully we will only have to break through 1, and then we will have smooth sailing. If we have enough bombers left after emptying a town, we can smash one barricade (or more, if necessary) with bombers. If not, we will use artillery – we have enough room in our transports for 102 units, but we only have 81 cavalry. Two of the remaining slots will be taken by marines, and we may complete a couple more cavalry on 208, but there is plenty of room for artillery if necessary.

As far as where to hit, I think Malice is the only landing spot in the north. In the south, I think our original target should be Glazed. I was thinking Apple Crumb, but the fact that bombers can kill citizens instead of destroying units may make that a problem. If we knock the population down to 1, then Apple Crumb will autoraze instead of being captured, and we won’t be able to unload our cavalry there. Glazed has had a cultural expansion so it won’t autoraze even if we knock it down to size 1.
 
I see ... so the plan is 1 coastal per rival and then rapid attack with cavalry to spread like the plague ... supported by bombing.

Could I suggest that we could in the turn prior to attack ... pick another city also cutting ALL road and RAIL tiles around it.

Nuts will hopefully think that we will attack it again next turn ... they will then be forced to send many workers to repair the damage and reinforce that city and others surrounding it.

We can then attack another coastal city that is far away ... and have less defenders to deal with ... it will also concentrate many workers in one location.

If things don't go to plan and we find that the cities are too well defended, we can assign a suicide team to capture and disband these workers ... which will reduce their worker 'fix up damage from bombers' force and thus making it more difficult for Nuts to maintain their rail.
 
Let's not forget that we are hoping for a 1-turn victory. It may not turn out that way, but we should not direct assets towards a goal several turns away at the expense of our 1 turn plan.

I like Fe's idea of severing all road and rail lines around a decoy city, but I think we're a turn late. 208 is still the target, no?

on 208, as many bombers as necessary will empty our two beachhead towns. Any bombers left over will soften defenses in other reachable towns. We don't have carriers available to us, so our targets are limited.

As for a list of towns - I can't open the save, but looking at screenshots, we can only hit a handful:
Primary targets
DNUTs
AppleCrumb
Jamfilled
Coastal Nuts
Coffee
Glazed
Sweet

KISS
Malice
AudaCity
Unknown city in the fog

Secondary Targets
All towns that we can reach in our leap-frog way, up to the domination limit.
 
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