Preturn information

No anarchy but we need to sign peace with somebody to get out of mob-mode again.

... if we want to build any non-martial stuff again...
 
We can always declare on our allies and sign peace if we really need to get out of mobilization.

Does anyone think that will be a real problem?

I think they can sabotage parts, right? if they sabotage and we are mobilized, are we hosed?
 
FREE sent us 130 gold and their world map. We have 599 shields in the bin and show 14 to go when we switch the citizen back over to an engineer. Our lone tactical nuke is now stranded without any roads nearby. This is particularly frustrating because that stack only moved last turn when I mis-clicked. :mad: I will try to play the save tonight or tomorrow night.
 
Wow, almost missed this!

SABER landed half a dozen armor within striking range of both The Chamber and The Treasury! Their units are difficult to spot since they blend in with all the orange goo. Since we do not have any roads left in the area we are three turns from this little stack. Oh, they can take The Gulag next turn, too and we cannot even get any units there for two turns. Our lone tactical nuke is stranded and cannot bomb the SABER stack. Our ONLY delaying tactic is to use one of our two remaining jets to try cutting the road S-SE of The Gulag. If that succeeds then SABER's armor cannot destroy our spaceship this turn giving us time to bring our armor up next turn. We do have two armor that can reach The Chamber.

First, we have to use the jet in the northern airfield to bomb that road. If that bombing run fails then this game is over. There is absolutely no point in playing any more turns if SABER captures our capital.

Assuming we can bomb that single piece of road, do we abandon The Treasury and The Chamber? I'm inclined to keep them since I think we could recapture them easily if SABER doesn't raze them. I would also put the two armor into The Chamber forcing SABER to use at least two of their six units to take it.

Ok, I guess we have to back this up a bit. SABER cannot use our roads, can they? If they take (or raze) both The Chamber and The Treasury would they then be able to use the roads they need to reach The Gulag? :dunno: Are we allowed to disband these cities? We've disbanded many cities but I'm not sure any were actually threatened with capture. Guess we'll have to look into the rules.

Well, I'm not sure what to do guys. :help:

EDIT: Oh, and we're down to one privateer and one jet for the EWS so I guess we should just abandon all our coastal cities now.
 

Attachments

  • p310.jpg
    p310.jpg
    234.8 KB · Views: 208
I only had a quick look, but it doesn't seem to me like there's any way that those MAs can reach The Gulag this turn. The relevant tiles would be the Dyes N and the hill NE of The Treasury. Those two tiles will be within SABER borders if they capture TT, and if either of them have roads (that we can't block) then The Gulag is in danger. Otherwise not. The road tile S-SE of The Gulag will be within our borders, meaning SABER can't use the road there.
 
I'm not schooled in the details of Civ3 warfare, I'm afraid. So I can't contribute to this tactical analysis.

But I'd say that the conservative path is to abandon (raze??) any threatened cities and 'turtle-down' into the capital -- that's where the spaceship parts are considered to be, right?
 
Agree with Peter and Niklas, thus we should abandon both The Treasury and The Chamber to negate cultural borders and possibility of SABER using our roads to their advantage, sacrifice a worker near The Gulag to place a radar tower there. Reinforce The Gulag with half our forces from here and there, and we have some choices on how to play this:

- send them on their own that are in range for two turns;
- fortify stack in a city, gift it to FREE and teleport them to our capital, allowing slower units to go along and defend capital, i.e., TOW´s conscripted in The Arboretum, The Squeeze and The Meeting (after adding the settlers).
- sacrifice a worker near The Gulag to build an airfield and airfilt 3/4 units (from the two cities in former BABE continent).
- gift FREE The Old Gong Isle so that that units get teleported to out capital the next turn.

We could also ask FREE to start building stacks of Helicopters with TOW´s inside to allow their side to abuse the rebase option and reinforce our defenses. Maybe we could repeat this process every other turn?

Also, we should:
-rush a city walls in The Gulag?
-rush an aqueduct in Tujana to start conscripting TOW´s?
 
HB: Anything that needs the word "abuse" to be described should not be used. Period. Teleporting units is banned.

I'm a bit wary of giving up on the south-east completely. Our only advantage at this point is that SABER must land before they can advance. If we give them safe landing, we're doomed. Though probably we are anyway, but let's fight while we can! :)
 
I do not really want to disband The Chamber or The Treasury. I don't mind SABER capturing them but I do not want to see SABER raze them either.

Good points about the radar tower and airfield, HB. I'll see if we have any workers in position for that.
 
HB: Anything that needs the word "abuse" to be described should not be used. Period. Teleporting units is banned.

Ok, what about the re-base option on helicopters for FREE to transport us their TOW´s? also considered an exploit? :rolleyes: If it is, we can always do the same we did on former BABE continent with those 3 airfields nearby and start moving TOW´s around our continent, if we gift a city to FREE and make airfields around it they can also reinfoce that precise location, making a TOW defense madness :D...
 
  • FREE sends us three workers, their world map and 950 gold, which we will accept.
  • The Igloo, The Arboretum, The Squeeze and The Aerie riot. The Aerie and The Meeting Room complete tactical nukes. The Whale Pond builds a library.
  • Still showing 13 turns till engine completion.
  • We see five SABER armor in range of The Gulag. SABER also landed two more armor, two mech infantry and two workers. We have a marine in The Gulag and 16 armor that can reach the city this turn.
  • The nukes I spent all the gold on are useless since SABER destroyed all the roads leading out of those cities. Our other tactical nuke can only reach as far as The Gulag and a line running northwest to southeast through that city. It could take out two of SABER's armor. There are the only SABER units we can touch. (Our jet could also bomb the armor adjacent to The Gulag but this is also one of the units we could nuke. The nuke in The Aerie could also hit the same unit but this would hit The Gulag, too.)
  • SABER currently has a tactical nuke but no more ICBMs.
So, is the situation hopeless? Sixteen armor can defend The Gulag against the armor we see but I'm not at all sure how many of the sixteen will survive SABER's nukes and bombing runs. Any advice from the Council?
 

Attachments

  • p310.jpg
    p310.jpg
    306.3 KB · Views: 207
  • p310b.jpg
    p310b.jpg
    343.5 KB · Views: 232
Well, if it comes down to this, it comes down to this.

I'd say give it our best shot - load up the armors, move tac nukes into a position where, if we survive this turn, they can hit the saberites, and see what happens.
 
Whatever you do, don't wave the white flag.

Black Flag forever!
 
We made a new settler.

We are 12 turns from completing the engine but the rest of our ship is gone.
Should we gift our cities to SABER or use our tactical nukes to destroy SABER's forward units? It looks like our three nukes can hit all five of the forward units. Personally I say we nuke 'em and keep our cities. I say we get one of our cities started on the fuel cells, too. What the heck, it's our last turn.
 
yes see what you can take out - give them a battle log to make them wonder, until they see our cities being gifted.
 
I'll be able play the turn tomorrow. SABER will reach the domination limit with FREE's cities, they won't need our. So I plan to keep ours. I will nuke what I can.
 
Back
Top Bottom