1860AD (450):
Ahhh... It's been a while since I've pulled off modern warfare (last time I did it was with Churchill versus Carthage, and I wasn't prepared and needed nukes). Here, however, it looks like things are under good control.
Dial science down to 50%, because it's bleeding away fast due to unit maintenance. Medicine is now at 5 turns (no biggie).
First off, move the dessie stack to cover the carriers. Don't want any surprises, although Izzy doesn't have any nearby ships.
Amsterdam takes a 2 turn break from military to dial up a Mosque. That will let us rehire the 3 specs.
Everything else looks good, so hit enter.
1861AD (451):
Our spy in Newcastle gets nailed by the English, so we probably took a rep hit.
We are also declared as the largest Civ. Yay.
AP vote gives us a victory, largely meaningless of course.
A whole bunch of stuff finishes this turn, and there's a huge scrolling list down the side of my screen. Nice. More troops to deploy to the front.
At Salamanca, Simon nicely leveled the defenses for me already. Let's take a look at the troop contingent outside.
Holy hell, that's a lot of units. No wonder our maintenance sucks.
Alright, so promote a CR/Barrage tank and it goes in and dies with 82% odds against a rifleman. Now I remember what I dislike about Modern warfare. A barrage artillery then dies, and I stop with the foolishness and use some marines to kill a SAM.
Further attacks yield no losses, and Salamanca burns via marine and infantry attacks. Saving the tanks from moving so they can heal.
Santiago is pretty trivial with 3 defenders, and it's taken without losses. Install troops in there.
We get another GG in Thebes.
Meanwhile, I REMEMBER the GG that is in Amsterdam. With 2 GGs I elect to stick both of them in Giza to provide level 3 units off the bat.
Navajo gets a Mosque as well to combat the 3 unhappy citizens. Helio also goes for a Mosque. So does Alexandria.
Alright... For the invasion plan of England. Darius has shared borders with England at Hastings, so we could plant some spies there and grab it on turn one of the declaration. Canterbury and York are both port cities, and Marines own both arties and machine guns, both of which we'll see a lot of fighting Liz. We just need to get some transports over there by sailing them through Spanish waters at the south. There are a bunch of empty transports near Darius' east coast, and I assume this was the plan for them, but even if it wasn't, it'll be pretty effective, and give us more maneuvering space almost immediately at Saxon. Warwick and Newcastle are pretty trivial to burn out with Tanks, and that's what we want to do, because keeping them is useless. That leaves Nottingham and London, which will be tougher to take because we need to walk there (Coventry will fall to the old marine battalion).
A crapload of builds finished this turn, the majority of which were bombers and AT units. However, the enemy has no tanks yet (even Liz has no tanks), so for the time being they are fairly useless power 14 units, but will join the stacks anyways. Even when Liz gets tanks, I'm not convinced they are dangerous, because arty attacks will heavily damage tanks, and they can be mopped up by our own tanks.
Most builds this turn go to marines, for upcoming amphibious landing of Liz. We also order up some tanks.
1862AD (452):
Another spy got nailed in Newcastle and Liz canceled Iron for Pigs. Shrug. Ok, so we pay less maintenance for Mining Inc, that's fine.
lol, Amsterdam is done it's Mosque and is STILL pissed. Oh well. At least it won't grow to be more pissed.
1863AD (453):
Use bombers to resize the defenders in Cordoba. Follow up with Amphibious Artillery who still have ridiculous odds. Suddenly everything in Cordoba is at less that 25% health with no losses to us (some damage to the bombers and arties, but who cares).
Marines go in and clear out, sending a drill Infantry in last to put the torch to Cordoba.
We win some gold, and a worker. Drop off a machine gun to help cover them too.
The landing force, fresh off the victory, sails south and find Toledo defended by 3 riflemen. 3 Marines with Pinch clear them out, and drop off the other machine gun to defend the marine until he can get back on the boat next turn.
Another two transports reach the attack force sailing around the Spanish horn.
1864AD (454):
In the inturn, Izzy attacks the northern infantry/machine gun combo, who are guarding the captured worker, with around 5 artillery and a SAM. The Machine gun died and the Infantry is greviously wounded. I have no extraction plan for the remaining infantry, so I disband it and the worker. Better to not give free XP.
Fleet is at Seville now, where it meets up with the carriers. There are 3 riflemen in Seville. Buzz the city with planes and then send in the marines. Seville burns.
Unload 3 Infantry to cover the marine. The fleet is out of movement, so not going anywhere.
Mass builds finish each turn, so I'll stop mentioning that. I will say I ordered a round of transports this turn, and will probably order more next turn, as we need more because I rerouted some for the English Naval Invasion.
1865AD (455):
In the inturn, Izzy attacks the three infantry guarding the marine with a Cav, and it gets pasted. They see no other action though. Izzy is on the rocks. Also, a spy in Saxon sabotages the forge. Going to reroute one of our spies up there.
I muse, and go with Rocketry. Liz is researching it in 2, but will not be on talking terms very soon. And we're looking to kill Izzy, not capitulate her and get Rocketry. 7 turns for Rocketry. Ecology might be a good choice afterwards too.
Marching army has reached Barcelona. I neglected to bring any artillery, but 12 planes based in various cities have been pounding the defenses down, and this turn, they halve the health of all the units sitting there. Send in the marines and infantry.
Keep it, and will rebase planes there from Darius' territory.
Losing almost 200 gold a turn (being kept afloat by pillaging), so I'm going to start building some non-military stuff in cities. Spring for some airports in health appropriate cities.
1866AD (456):
In the inturn, Izzy collaterals Barcelona with an Artillery. Too bad all the units still have their promotions, and that the defender was a Marine. Izzy is down to 4 units in Madrid. Fun.
I REMEMBER about the GM we have in Memphis. Found Sid's Sushi. Realize that we have to stop working foods in Memphis, because it will otherwise grow and become pissed. MM it and get more specs out of it. Yum.
1867AD (457):
Lots of shifting of units this turn. Nothing much else. Izzy should be done next turn (unless she has something up her sleeve).
Stacks are in place to attack Liz next turn. Units are at Hastings, a big stack waits near Warwick, and the Navy is poised to take York.
1868AD (458):
One of our 3 spies in Madrid gets nailed, oh well. Izzy is about to die, so might as well spend espionage points. Can't steal Rocketry (need like 15k points for that, ugh), so will get some cash back. Stole 1007 gold. Yay.
Bomb the city with planes from Santiago and Barcelona. Marines rush in.
Spain is dead.
Let's roll Liz!
We have a million boats outside York, so I use them to bomb out the defenses, and then buzz the walls with planes. Still not a great result, as our units have 25% victory chance, so send in the suicide arties! Use the CR2 one first to damage the defending marine as well, and it dies, but does it's job. Second one is barrage and does well too. Then I promote a Combat 3 marine to take out the Machine Gun.
Remaining units are taken out by cleanup marines and York is ours.
Unload 10 units, including assorted CG infantry into the city. Fleet sails north to Canterbury. Bomb the city with destroyers, and use the planes in Saxon to buzz the walls. Send in a suicide collateral tank at 41% and he wins! Yay.
Oh wow... Machine guns AREN'T immune to the collateral damage from Tanks... This could be important to remember as Liz has lots of MGs.
Ok, whatever Canterbury is ours.
Move the ships in and unload all units, fortifying them. Move the ships OUT again afterwards (ships in port are useless).
At Hastings, a spy causes a revolt, neutralizing the cultural defense.
Liz has 2 CG infantry in the city (only 2 huh...) so I drop a pair of suicide arties on their heads. Realize that was a waste as this stack has a ton of tanks, so send them in as cleanup.
Shove all units into Hastings to cut our upkeep by 30 gold this turn. Also rebase the remaining planes in Persia into Hastings.
Liverpool gets owned and autorazed by a tank for 7 gold. Liz also planted another city, Norwich, north of Warwick, which also gets autorazed, but only for 2 gold.
Warwick burns to tanks, which I lose two of because I didn't notice the Guerrilla 2 Infantry sitting on a hill city... O.o
We have some... uh... happiness problems due to all the lost resources we were getting from Liz. No matter though. They'll be ours soon enough.
1869AD (459):
Liz attacks our fleet with airships in the inturn. Ok... I was expecting more. She did move a 7 unit stack next to Saxon.
Raze out Oxford with a (singular) blitzing tank.
Liz also founded Brighton up there and it is autorazed for 3 gold.
Pound on the 7 unit stack with planes (Liz JUST got rocketry and is researching flight, so she's defenseless against our planes). Kill 6 of 7 units with the units in Saxon, leaving a beat up artillery because I don't feel like having some of our troops outside.
1870AD (460):
Still no attacks except for random airship bombardment. We lose a granary to a spy in Santiago though. Boo...
Dover, a tiny town to the south of York gets autorazed by a single CR3 tank.
Realize that supply needs to be paid for ships outside our borders, so shove the fleet into York.
I totally ignore the defenses in Newcastle and rush it with CR tanks. It falls.
Bomb out Coventry with a Battleship and planes, but still don't take off all the defense. Also can't seem to do amphibious bombardment with the arties, so will sit on the invasion for a turn.
Stacks are approaching London and Nottingham, supported by heavy air cover of bombers. Geronimo's stack is 2 turns from sacking London.
There is a smaller stack approaching Nottingham in 3 turns, with loose tanks hanging around too.
Finally, a small fleet is outside Coventry, ready to take it next turn. The machine gun in there won't take damage from the artillery, so if there are any planes left after removing cultural defenses, save them until the machine gun is on top of the stack.
ROSTER
2: S.ilver <-- Just Played --
3: Madtown ** Up Now **
1: Simon_c <-- On Deck --
4: Quotey