Thanks for the continuing feedback Warman, earendil, Corsair and biggamer. On the Turkey shoot out, I would have to agree with biggamer. At this point I can not afford even one boat load of tanks to send over there, and besides Osman's whole island is puny - barely worth 3 or 4% land area. The only reason to invade is if I want to go conquest instead of domination. No the game will be won or lost against Gilgamesh.
On the other hand all is far from lost against Gil. We still hold 2 of our 3 cities around the beachhead, and after all I wanted him to come out and fight. If we can hold on, Gil is going to lose a big chunk of his forces over the next few turns, and then maybe the situation will start looking a bit different.
The RoP rape is an interesting idea. It would mean that we would have to go to peace with Gil. The advantage would be access deep in his territory to his cities. At the moment I don't think access to his cities is the issue. The sheer number of troops that he can put in the field is.
Anyway, on with the story! In what became known as the battle of Mayapan, the clash of the titans would surely be met. Here is the situation after the IT.
SE of Mayapan is a little force of six units of mine - 2 elite tanks, 3 mechs and an inf. East of that force is my main force with 26 artillery, 6 mech inf, 1 inf, a tank and a cavalry army (for sighting). The rest of my forces are further back at the moment.
Gil has one mech inf in Mayapan. To the immediate east of Mayapan a SOD of 9 mech inf and 12 tanks (3 elite). To the NE of Mayapan he has 8 mech inf and 12 tanks (3 more elite). In the jungle this side of the Mayapan river he has 2 mech inf, an elite tank and an artillery. Actually that artillery was mine. It got there through a misclick on my part. Because that square is roaded and not railed, I could not even fire the artillery piece! On the other side of the Mayapan river N of my main force he has two mechs and an elite* tank. And to the N of that he has 3 artillery (his own this time) and six mech inf. So that is 26 tanks out of his total 44, and 28 mechs out of 205, plus four artillery. He is obviously taking the Dutch threat seriously now.
OK, we need to smash as many units as possible, get him to attack our SOD and lose many units, and also not lose all that artillery. I would like to stop Uxmal from being assaulted until it has had time to finish those walls. The other cavalry army comes out of Gouda and pillages the road north of Uxmal mountain.
Main force artillery attacks the SOD NW of it - we finally redline all the mechs! The artillery is insufficient to redline all the tanks, however, so we bring up the reserve that was used last turn on Uxmal - about another 7 pieces. There are 11 tanks not yet redlined (2 with 4 hp, 4 on 3 hp, 5 on 2hp, 1 oh 1 hp). We also want to really dislodge the force on our side of the Mayapan. So we use the rest of the artillery there - the mech are fortified and still 3/4. We lose two tanks, but are able to smash this force of two mechs and an elite tank, recapturing our artillery. This artillery joins his mates in the main force, and immediately scores two hits on the defending tank to the NW.
The force by Mayapan joins the main force. A transport with a load of tanks is able to drive straight into Gouda, rather than unload from sea. This gives the tanks their full movement this turn! They advance to the main force. The bombers have not gone in yet. I would like the enemy down to 1hp, so that the bomber will kill on a successful run. Therefore we send in the tanks against the defending tanks, unfortified, in the open, but across the Mayapan River (there is no other way to do it). Our first vet tank tank smashes a 4 hp elite without taking damage. He is sent in again against the other 4hp elite. Success! We then use an elite tank 4/5 with one hp left, and
Can you say tank army?
We use another 4/5 elite and the same thing happens! Another army for sure. We now have 1hp mechs showing. Time for the bombers to star. It is a clean sweep - nine from nine runs! Now there are only 7 tanks left in that SOD. We lose three tanks, get two promotions, and then that SOD is no more. There are insufficient units to contemplate another assault so we pull back.
We have cut the Sumerians down to 31 tanks and 194 mechs. We pillage the road to either side of our main force. This means that any attempt to get to us must either go through the main force, or push through forest at the sides. This will of course leave it open to our assault on our turn. In the process we reveal yet another Summerian mini SOD. Just NW of the last SOD is another 3 artillery, 2 mech infs and 4 TOW.
We drain Uxmal of most of its defenders, because I am fairly certain it can not be attacked. The main force is reinforced with as many mech inf as can advance up - some 20 in total, all fortified, and only able to be attacked across a river. Our cavalry army guards the wounded tank that claimed the final unit on our side of the Mayapan River. I guess we will see if armies really are impervious to being attacked! We bring up more reinforcements, and finish upgrading all infantry units that all on this continent to mech inf (we needed the harbour completed in order to do this).
Another nervous interturn awaits! Final end of turn situation at Mayapan: