Preparing for a possible invasion.

Well, I don't know specifically, but I think I know the general outlines of it:

Once the ship's vector is known, calculate which tiles are subject to unloading. Place one unit each on those tiles. On the next turn, even more defenders are required, as the enemy stack may move one direction or the other. So that adds close to 2x the number of tiles required to be blocked. On subsequent turns, Rinse & Repeat.

But here's the kicker: This is all assuming that there is only a single direction from which the attackers come. As we have seen with Saber's map, Babe is willing to split their stack when necessary. A clever invasion would send a strong force to one area, and then, a couple turns later (after we've committed to moving all our units to one side of the island) present us with another strong force somewhere else.

Personally, I think this scenario is unlikely. I have a feeling that BABE will be soured on this strategy of theirs, which is not to tough to counter. I would be surprised to see BABE's flotilla show up on our shores. I think they will get smarter.

Speaking of which, I don't think that we can trust BABE in diplomacy anymore. Publicly, they have made it quite clear that they are unhappy that they can't invade on their own terms, and consider Saber's tactic an exploit. It stands to reason that BABE will attempt their own 'exploit' in the future. An easy exploit would be to not negotiate in good faith, and not honor agreements. I'm not suggesting that BABE won't honor treaties - rather, I'm simply saying that I won't trust them in the future until they earn my trust.

I'll now stop writing so that General_W can argue some sense back into me :D
 
Alright Iv'e done some math. The most possibel landing at on spot is west of the metteing room so we need at least ten ground units. Than we need 8 cavalry units elsewhere to intercept another invasion. (Or land somewhere else.)
 
The problem is that reneging on a treaty has large repercussions, including their (presumed) treaty with Gong. I do not think that a team that can't be trusted to keep a treaty can win this game with so much left in it.

They might do it anyway... but this isn't Diplomacy, where backstabbing is a norm.
 
Council Department of Homeland Defense

WarRoom_thumb.jpg

The general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat: how much more no calculation at all! It is by attention to this point that I can foresee who is likely to win or lose.
-Sun Tzu, the Art of War

Ok – I’d like to see the war planning discussion move fully over here from the Preturn Information thread, so we don’t overly crowd that with war plans. After all, there’s still domestic and worker related concerns, I’m sure! :)

I’ve created these 3 blank maps for people to draw plans on… hope they help!

Grand Strategy Map:
GrandStrategy_blank.jpg


Homeland Strategy Map:
HomelandStrategic_Blank.jpg


Subcommittee Island Strategy Map:
SubCommitteeStrategic_Blank.jpg


And Saber’s Map, for good measure:



Here’s my initial take on a defense plan:
GrandStrategy_GW1.jpg


Basic idea being that we’ve got about 9 units in our homeland for blocking maneuvers. I’d like to see that number grow to at least 14… preferably with Horseman units… for 5 more horse builds, asap.

We’ve also only got 1 Pike on Subcommittee Island, and I think we ought to prioritize getting some more up there double-quick.

Just my initial stab at things! Looking forward to seeing other Councilors build a better plan!
:salute:
 
also posted in the Saber Embassy...

Update from Dutchfire on the location of BABE's boats:
The boats are still in our area - 2 near Lucious Jackson, 2 near the Go-Go's. The ones that were by our southern tip have moved northwest, the ones on our eastern coast moved southwest."

Sounds like they're headed for us! :scared:

EDIT: actually... looking at the map again... NW would maybe seem to be away from us for the Southern Boats? The East Coast boats however could still be headed for us? Ideas?
 
As I noted in the SABER thread, I agree that it seems they are moving away from us. I consider this good news. But we should still work on our defenses.
 
I think we need more units than that if we try to block - probably twice that, at least. Why? Cause with that, we have no reserve, nothing covering our core cities.

Actually, we probably need more than that anyway, if they do invade. Cause we are pretty vulnerable if they land in 2 or 3 places.
 
We need to be able to defeat them in battle. We need 18 offensive units.
 
I put some more workers into the task of building coastal roads. We'll have a reg pike next turn that can start moving to the NW to be ferried up to Subcommittee Island. We have one more reg pike being worked on.

We have talked about switching The Silo over to military production and towards that end I've switched it to a barracks.
 
One thing I learned last game:

It's not the end of the world if they land. Chamnix was never worried about DNUTs landing on our shores, because once they land, they are sitting ducks. Their stack is out in the open, so long as all coastal hills and mountains are covered. On our turn, we bombard the stack as much as possible (cats, trebs, whatever), then mow them down with ground units until the only units they have left are severly weakened. That way, even if we don't kill ever unit, the ones that survive won't be able to defeat the defenders we've moved into the only cities within range.

Just something to consider..
 
On our turn, we bombard the stack as much as possible (cats, trebs, whatever), then mow them down with ground units until the only units they have left are severly weakened.
Which trebs will you bomb them with? :confused:

How will you get those units to the battlefield immediately on our road system?

I see your point but we are a long way from such a defense while BABE might be at our gates.

We have to either
a) build lots of units now (delaying libs and hurting research severely),
b) build few units and try to decieve their scouts or
c) build almost no units and hope they go elsewhere.

I tend to c) or b)... :D
a) will certainly save us but will always criplle us so badly we won't compete for anything but the Wooden Spoon... :rolleyes: (I know some of you guys out their live for that :p )
 
My point being, that we didn't plan on your option A. We planned for a blend between A and B: build as few units as possible, focussing on the road network, bombard units, and fast units.

Then again, MIA had a TON more workers than we do, so the road network was practically a non-issue ;)
 
The MIA situation was much later in the game. Obviously Chamnix wasn't worried because he had a significant tech lead, rails, a ton of cavs and cannon, and even infantry I think...
 
The MIA situation was much later in the game. Obviously Chamnix wasn't worried because he had a significant tech lead, rails, a ton of cavs and cannon, and even infantry I think...

They had inf the turn we landed :sad:
 
I wasn't referring to MIA's invasion of DNUTs. There were a couple of times even before MIA had effectively wiped out KISS when we feared a DNUT invasion.

It doesn't really matter in the specifics - I just wanted to remind everyone that if troops get a foothold, bombarding units are essential for nullifying the threat.
 
Option a is competing for second Place. Option c is competing for first. You can't when a game of civ without luck. I don't want to rush into b.
 
We need to upgrade the warrior.
 
If they try to land it's inevitable that they will.
 
Turn 119 BABE Boat update from Saber:
2 boats continue heading NW along our southern coast.
The 2 boats on our eastern shore have gone back NE to close to where they were 2 turns ago.
There are only 3 boats visible to our NW - the others may be headed back toward the Bangles.

Saber’s Map, for reference:


EDIT: does this mean Subcommittee Island is safe for now, but out south/core could still be in danger?
 
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