sc:01 Moddern war

OK, I've got it. Good set S.ilver. :goodjob:

Will make some more comments when I can check the save this evening.
 
Fantastic job, S.ilver!

We need to show off the Sirian Doctrine. If noone else does I will show it off in my next set (I did when I played this set, and I finished spain about a turn quicker).
 
We need to show off the Sirian Doctrine. If noone else does I will show it off in my next set (I did when I played this set, and I finished spain about a turn quicker).

You'll have to enlighten me on that, I'm not familiar with it. I mostly sped up conquest using amphibious invasions, because our Marines are tough to beat right now.

Yes I have been lurking in "Pirates" :p, and have seen that wars go a lot faster if you sail rather than march, hence the near-complete annihilation of England in 2 turns.

I've also realized that AT troops upgrade to Mech Infantry, so they are actually worth building, because they get the Ambush promotion for free, which means they'll rock Modern Armor if and when we get there.
 
Checked the save, but I don't have too much to comment on.

I think we would have been better off sending the tanks out in larger stacks to take the interior cities instead of grouping them with infantry and marines that slow them down. Any losses sustained would've been acceptable given the speed of the advancement with a 2 move stack.

Mt. rushmore in Giza is a minor dissapointment, but I'm not so sure that Sparta is the next best location for red cross. I usually prefer to have red cross in a coastal city so that it can supply medic destroyers to all the naval stacks. I've found this makes naval warfare much less painful as it can take a considerable amount of time for a heavily wounded destroyer or battleship to heal in enemy territory without a medic. I forgot to check the save for the next highest coastal production site though, anyone have any suggestions?

Lastly, does anyone have any problems with me putting workers on auto build trade routes? As long as we have "workers leave old improvements" checked then they wont screw anything up, just build roads and rail. It's not really necessary, but they don't have anything else to do. Might as well rail the whole continent up.

Will play later tonight or tomorrow.
 
Madtown said:
I think we would have been better off sending the tanks out in larger stacks to take the interior cities instead of grouping them with infantry and marines that slow them down. Any losses sustained would've been acceptable given the speed of the advancement with a 2 move stack.

Simon_c said:
But, I'd like the challenge to be how we can open her up with least damage to us. Yes, we'll loose some of course. But I don't want to just rely on huge numbers. Where's the fun in that. :-)

Hey, just following instructions here. If I was playing this game myself, I probably would've annihilated England by the 8th turn, losing lots of tanks in blitzing but not really caring because I can just ship over a continuous stream from the home front.

Madtown said:
Mt. rushmore in Giza is a minor dissapointment, but I'm not so sure that Sparta is the next best location for red cross. I usually prefer to have red cross in a coastal city so that it can supply medic destroyers to all the naval stacks. I've found this makes naval warfare much less painful as it can take a considerable amount of time for a heavily wounded destroyer or battleship to heal in enemy territory without a medic. I forgot to check the save for the next highest coastal production site though, anyone have any suggestions?

Again, I'd like to point out that the point behind Red Cross is not to make medic units, but to make MARCH units. Realistically, having Medic on every single unit in the stack is an enormous waste. You just need one medic, like Geronimo. Everyone else needs to be marching, so the stack can continuously drive forward.

Also, we already have a Medic destroyer in the main fleet. I promoted one, not because the ships needed healing, but because all the troops attacking from the transports needed healing, and they can heal while the transport moves. (If this is a colossally big :smoke: on my part because ships don't heal ground troops, correct me now) We have massive naval superiority right now so our ships don't need to fear anything anyways.

I don't particularly find healing ships to be a big issue, but that might be because of my naval strategies. When facing a decent enemy fleet, I use Barrage BBs and Drill DDs to clean up quickly and efficiently. Minimal damage, and all I really need to do is replace BBs, which are fairly efficient at their tasks.

Our options for the Red Cross are these.

1) Sparta. 68 base production, not coastal. 1 settled GG.
2) Elephantine. 67 base production, coastal. 1 settled GG.
3) Pi-Ramesses. 70 base production, coastal.

None of these cities have a Military Academy. The settled GGs make attractive options, because 1 more GG settled there will make 11XP units off the bat. (Keep in mind that if we really want the medic ships, 1 GG settled in the city gives 10XP ships because of better efficiency of Drydocks)

Madtown said:
Lastly, does anyone have any problems with me putting workers on auto build trade routes? As long as we have "workers leave old improvements" checked then they wont screw anything up, just build roads and rail. It's not really necessary, but they don't have anything else to do. Might as well rail the whole continent up.

I've been basically building rails everywhere manually with the workers. If we can automate them with the "workers leave old improvements" and "workers leave forests" checked, then that's fine by me. Don't really enjoy babysitting workers anyways.

Keep in mind we could fly the workers over to the front and use them to construct forward airbases for our bombers (that's what I've been doing with the captured workers). We'll also need to selectively replace some of the junk that the AI built when we are finished with the Spanish continent.
 
I've no problem with automated trade network

... I use Barrage BBs and Drill DDs ....
BBs and DDs ?
Battleships and destroyers ?

Keep in mind we could fly the workers over to the front and use them to construct forward airbases for our bombers

What do you mean construct air bases ? I thought you had to have a city for an airbase ?

Quote:
Originally Posted by Simon_c
But, I'd like the challenge to be how we can open her up with least damage to us. Yes, we'll loose some of course. But I don't want to just rely on huge numbers. Where's the fun in that. :-)
Ok, Maybe a large stack blitzing would be fun after all :)

Can you let me (and any lurkers) know when you're doing something to reduce casualties. i.e.
"I'm going to put the infantry and marines with the tanks cos we want to reduce casualties. Normally, I'd just send in loads of tanks for speed. After all, we can produce about 8 a turn"

or something like that :)

Also, I'm away from Friaday for 1 week, and I'm not sure on my connectivity. I'll try to post on Friday PM to let you know if I need to skip all week or not. Hopefully there's wifi there.

Thanks.
 
What do you mean construct air bases ? I thought you had to have a city for an airbase ?

Forts count can be used as airbases (as of BtS I think). This is probably because cities now have aircraft limits.

Ok, Maybe a large stack blitzing would be fun after all :)

Can you let me (and any lurkers) know when you're doing something to reduce casualties. i.e.
"I'm going to put the infantry and marines with the tanks cos we want to reduce casualties. Normally, I'd just send in loads of tanks for speed. After all, we can produce about 8 a turn"

or something like that :)

Sure, no problem.
 
Building cities as airbases is more fun. Surrounding a city with cities? hehe. I just want to see us hit the name limit.

More seriously, how many combat engineers do we need to construct a fort in 1 turn? 8 or 16?
 
IIRC, it's 10 turns for a fort. I wasn't looking to closely though. We have a bunch of captured workers, so it isn't really a problem to build the forts.

I thought we didn't want to keep any sub-par cities because of maintenance issues, so I've raze the lousy ones. Therefore, it wouldn't make sense to build more cities, when we could just use forts and not have to pay maintenance.
 
First thing I do when starting up the save is switch the build in Aachen to airport so that we can airlift multiple units to one location (7 turns). We need more airports in our homeland also.

The defenders of London.

Londondefenders.jpg


I send some bombers and fighters to soften up them up then move in with the tanks. I notice that we probably promoted too many of them with drill, I usually only have one or two in a stack and the rest are barrage + CR. Additionally, there are too many marines in the Nottingham stack and not enough tanks up there. Appropriate distribution of forces is going to be crucial for the invasion of the Hindu block.

Anyways, London falls for zero losses.

Londoncaptured.jpg


I use similar tactics on Coventry and it too falls. For some reason I sent n an Artillery before the tanks and it failed miserably. First tanks in after that had 52% chance and won, next was at 72%, after that all 90% and above, even when attacking from a ship.

coventrydefenders.jpg



The city was burned.


Last thing for my first turn is to put in Red Cross at Elephantine. The city already has one military instructor, and it should be good for building S.ilver’s march units. Ideally this would be modern armor protected by march mech infantry, I suppose.

Next turn rocketry comes in and I select Ecology (7 turns) next for the recycling centers to remove any more health issues in our cities. This will help tremendously now that we have Sid’s Sushi. We should build one in virtually every city eventually, IMO.

I slot in quite a bit of civilian builds, including hospitals, banks, markets, and several intelligence agencies in an attempt to gain visual intelligence on the Hindu dogs.

IBT an English transport pillages our fishing boats outside of Saxon. I send a destroyer and sink it. Speaking of destroyers and our navy in general, we need to talk about promotions. Battleships should NOT be given flanking and navigation, they should be promoted to fight with combat and barrage. The same goes for the majority of destroyers. Only carriers, subs, and transports should get the navigations, the first two also should receive sentry if possible.

I continue bombing runs on Nottingham, the final English city. I moved the tanks up from various locations the previous turn and now have enough to take the city, even without the 10+ marines and artillery sent along.

Arrgh, tanks should almost never be given all CR, they need one barrage to be truly useful! The city falls to our six tanks anyway, zero losses suffered. Sorry, I forgot to snap pics here.

And that’s the end of Liz. I fear the remaining sausagefest will get out of control.

I begin redistributing forces to take out Darius. Many marines will be loaded onto transports for amphibious assaults on Bactra, Ectabana, and Susa. The former two will be burned and the latter kept. The other Persian cities will be taken by tanks and other ground forces; sweeping in simultaneously from the north at Gordium and in the south towards Pasagardae. Here is an overview of my plan with some strategy lines drawn.

Persiabattleplan2.jpg


I also notice that Darius the Jerk has built 2 new cities IBT, both are in junky locations and will burn.

In 1874 an apostolic palace vote comes up to stop trading with the infidels. The choices are Hammy or Monty. I choose Hammy, as it should hurt the other continent most. The resolution succeeds the next turn, carried by our votes alone.

We also pop a GM from Pithom -the National Park is already paying off- although I’d rather have received a spy. We can either settle him in Memphis for the gold, or save him for a possible late game GA (need 2 more). Next city to pop one is Pithom again in 27 turns, Amsterdam in 37. For now the GM is resting in Memphis waiting for a decision.

I start moving our battlegroups into position to attack Darius as noted in the strategy pic above. Will attack next turn.

We strike first in the south with units brought oer from the homeland moments before.

OutsideSardis.jpg


The city falls, it was a new addition for the Persians and it autorazed. We suffered no casualties.

Next up we attack from the coast. First at Bactra, then with luck, Ectabana. Both cities are relatively weak with riflemen and cavalry, should be cake for our hardened marines.

I bomb the defenders in Bactra a bit with fighters then I move in with one boat of marines.

** and my game F’n crashes!**

Luckily I have a habit of saving before I declare war.

I repeat the razing of Sardis and continue. After bombing Bactra I attack with the marines and the city is razed, I forgot to snap a pic of it.

Northernbattlegroup.jpg


The above northern naval battlegroup moves to Ectabana and it too is bombed, more heavily than Bactra. I also bombard the city with the ship’s guns to remove the cultural defenses. Then a couple tanks roll out of the transports and hit the city to further weaken the defenders. The marines mop-up and the city burns!!!

On to the southern naval battlegroup, here is the defense in Susa and our forces ready to strike.

Southbattlegroup.jpg


You know the drill…

Susacaptured.jpg


We kept this one though.

Whatever units that did not attack the coastal cities are dropped off to head toward Persepolis.

A Sid’s executive failed to spread into Busiris… I’ve never had that happen before

1877 now and we begin bombing runs on all remaining Persian cities. First to attack is the northern stack of tanks on Gordium.

Gordiumdefenders.jpg


No contest. The city is razed.

Next up is Pasagardae. This city will be tougher because I :smoke: and forgot to move more bombers forward. Still, I don’t expect it to match up to our war machine.

pasagardaedefenders.jpg


Pasagardaecaptured.jpg


Moving along now to Tarsus, I have four tanks that just arrived from the razing of Sardis, but they can’t attack this turn. Instead, I have four more tanks approaching from the north that were airlifted into ex-Holy Roman lands during the past 5 turns.

Tarsusattack.jpg


These four veteran tanks were more than enough to sack the city, even without removing all the cultural defenses or pre-wounding the city guards. Admittedly, it was only three riflemen.

Last on the list is the beautiful capital of Pesrsepolis.

Persepolisattack.jpg


I realize that I have a spy, and in a last ditch effort I use him to steal some gold, it fails.

We have only 11 tanks 1 move away from the city and there are 12 defenders, so we can’t take the city this turn sadly. I do choose to attack it though and send out the tanks. We lose one to the AT, don’t know the odds because I can’t check the log. The rest win though and the city falls on the next turn. Persia has been defeated.

Persepoliscaptured.jpg


The entire Persian campaign took a mere 3 turns to complete.

A short time after the victorious war, our brightest minds come up with a way to recycle waste. I set them to research mass media, in the hopes that Hollywood may be available.

Red cross finishes in 1888 in Elephantine. We also get a crashing dirigible event in New Egypt. I choose the second option.

Zepplincrash.jpg



After all the warring I did this set I only lost a couple units - 1 tanks and an artillery
, IIRC.

End of turnset notes: I revolted us back to Representation now that the wars are over.

We have 2 rally points in New Egypt, one is at York, and the other is just north of Susa. Our two carrier battlegroups are also stationed at these locations.

Back in the homeland, I have set up an eastern rally point at Alexandria. Additionally, I have begun the construction of two more carrier groups in this ocean. They are mostly complete, but they could still use more carriers (to be later filled with jet fighters).

Lastly, both sides of the empire need more transports. I’d say 10 more for each direction is required to ship all the forces we currently have in play.

I have been concentrating on mainly civilian builds for this turnset, with the occasional marine and tank thrown in. I suggest we continue this trend and get all available espionage buildings up in all cities, along with other things like recycling centers, banks, customs houses, etc. If cities run out of builds put them on wealth to gather gold for future upgrades.

In the spirit of the variant we should probably wait to attack the other continent until we pick up robotics, composites, and stealth. I hope our new acquisitions don’t put us over the Dom limit. We’re at 44% right now.

Rooster and save.

S.ilver
Madtown <-- Just Played --
Simon_c ** UP NOW **
Quotey <-- On Deck --
 

Attachments

OK. I got it. I'll do my best to play tonight and post tomorrow.
Quotey, do you have time to play this weekend ?

Plans are then:
Tech up to robotics/composites etc.
build jets for carriers.
Scout out final target
stash cash for upgrades once all civ buildings are done.
 
Nice work with the war Madtown! You totally kicked my ass at it and showed my :smoke:.

Very sorry about the ship promotions, I did most of them so they could keep up with fast transports. After the fact... I realize that transports have 1 less base move than the ships anyways :smoke:.

I can't speak for the tanks at all, my favourite promotion on them is barrage (sometimes I use barrage 3 tanks, yes crazy), but I did probably do some :smoke: promotions on the marines, giving them drill/pinch. Not sure how effective that is. I started just using combat/pinch, since we'll be facing equivalent units later on.

Our power rating is crazy now compared to the enemy, as is our tech. We can probably do civilian builds for a while, and we might actually need to give away tech to help the enemy catch up.

One big thing absent that I noticed: Hammurabi didn't declare war on us... because his defensive pact with Darius was broken by the AP! I don't know whether to call that luck or genius, but since the rest of the turn was so awesome, I'll call it genius :cool:.
 
I can't speak for the tanks at all, my favourite promotion on them is barrage (sometimes I use barrage 3 tanks, yes crazy), but I did probably do some :smoke: promotions on the marines, giving them drill/pinch. Not sure how effective that is. I started just using combat/pinch, since we'll be facing equivalent units later on.

Well, maybe I was a bit too hard. I guess not all tanks need barage, but any that are meant for city/stack attacks should get it IMO. The drill gaurds are fine without, as their purpose is to defend not attack.

Promoting marines with a combo of drill, combat, and pinch should work well.

Our power rating is crazy now compared to the enemy, as is our tech. We can probably do civilian builds for a while, and we might actually need to give away tech to help the enemy catch up.

One big thing absent that I noticed: Hammurabi didn't declare war on us... because his defensive pact with Darius was broken by the AP! I don't know whether to call that luck or genius, but since the rest of the turn was so awesome, I'll call it genius :cool:

Funnny, I never even noticed that they had a DP together. I probably would've bungled that if not for the AP vote. Sometimes it's better to be ignorantly lucky than good ;) .

I think Hammy should be our first target in the West. We will probably have to raze everything this time in order to stay under the domination limit.
 
I think Hammy should be our first target in the West. We will probably have to raze everything this time in order to stay under the domination limit.

Definitely. We won't hit the domination limit with the land we hold now, so long as we don't found any new cities. But there is zero reason not to raze the entire Babylonian/French continent. No Versailles or other palace equivalent over there, so the maintenance will suck bad if we keep the cities.

One complication about razing everything though is that we won't be able to use bombers for our assault, and any air power we bring in will have to be fighters on carriers. This means any air support will probably be 10x less effective because fighters are weaker AND they don't do collateral damage. To top it off, we want to wait until the enemy has equivalent tech, so the fighters will probably be busy providing interception cover as opposed to bombing (SAMs aren't very effective at keeping the enemy air power off you).

We also won't be able to fly in any reinforcements at all without holding any cities, which means they'll have to be shipped in via transport.

I don't have a problem with mass razings though, because if we pull it off properly, we can have enough units in place to raze every single coastal city of the enemy on turn 1. Meaning they'll have zero naval power to disrupt our reinforcements.
 
Playing now.
I like the idea of raising all coastal cities on turn 1 :evil:

However, we could afford to keep 1 city as an air base and bomber base.
And, what were you saying about forts being good for bomber bases ? Or can we only build forts inside of the cultural boundaries ?
 
Playing now.
I like the idea of raising all coastal cities on turn 1 :evil:

I just looked, and it'll probably be pretty tough to take out all of Hammurabi's coastal cities on turn 1... considering almost all his cities are coastal. Luckily, they are close together, so it seems we could have a task force take 3 at a time. Have to look more closely.

However, we could afford to keep 1 city as an air base and bomber base.
And, what were you saying about forts being good for bomber bases ? Or can we only build forts inside of the cultural boundaries ?

I believe forts as airbases work just like forts as canals, as in they need to be in your cultural borders. Not 100% sure, but that seems logical.

We're getting ahead of ourselves though. The enemy isn't close to having modern units yet, and we need to consolidate our gains (as well as fix up our homeland with a bit more infrastructure).
 
First off, absolutely bloody amazing onthe Persian campaign. 3 turns? Persians- what happened to them? Where did they go?

Second, yes, I will be able to play this weekend. Please save some for me.

Third, if we only settle 2-3 cities, pump up the culture in them and use them as airbases we could do it. But let's be honest here- we will not need any more tech, so if some cities do cost us 2kgpt, we need not worry!
 
First off, absolutely bloody amazing onthe Persian campaign. 3 turns? Persians- what happened to them? Where did they go?

In all honesty they only had riflemen and artillery as defenders. It became more a challenge to see how quickly I could take them out than the actual fighting odds. It all comes down to setting up a coordinated strike and proper allocation of units.
 
@quotey: Remember, the idea is to be at jet/mech-infantry level to take on the 2nd continent.
We may have to gift some tech, I'm not quite sure.

I've not been able to play tonight, and I need to be up at 6am tomorrow to drive to Holland for a 1 week holiday.
Last night, I managed to play a grand total of 1 turn, so no great shakes if you want skip me.

So, the options are, skip me, and play a turnset each. That should take a week or so.
Or, put the game on hold.

I'll be honest, I'd like it if everyone's happy holding the game for 1 week, but I understand if you're not. I may be the leader, but we've advanced beyond Despot :)

I'm not sure at this stage if I'll be online or not. There may be wifi where I'm going, in which case I can probably play after Quotey. But, if there's not. All I have is mobile data, which at £2.50/MB, I'm not going to be posting any pictures and the download/upload of the turn set will be 1MB ! (Work will pay minor costs, but if it goes much beyond a tenner, my boss will be asking me to pay!)

So, in any event, I'll post tomorrow with my connectivity status, and leave it up to you guys to vote on it.

If you do play, remember, the priorities are.

build up the new continent. Spread Sid's and Mining and the cities will be up in no time. Get Sid in before they are out of revolt, and they won't starve.

*Finish the civilian builds back home.
*Tech to jets and mech-infantry.
*build transports.
*Bring all the troops inside the cultural borders. (I saved about 70gpt doing that on the I played)
*Once we have jets, build some, and delete the fighters.
*There's still some old troops around, delete them.
*Just air lift infantry to any cities that don't have a modern garrison. (2 infantry good ? Or 1 infantry and one SAM ? )
*Higher merchants in our wall street city (Thebes? ) That added about another 30gpt.
*Now we have sids, thebes can be completely cottages, and Amsterdam can have more workshops.

* Make sure there's someone left I can fight when get back :)
 
I agree with everything except spreading the corps heavily to the other continent. I'm not sure the benefit will outweigh the costs at this point. It will likely take a considerable time before those cities can build back enough basic infrastructure to be comparable to our homeland, so I doubt they will contribute much to the war effort other than commerce. But, we'll be paying out the a$$ for corp payments. Furthermore, do we really need any more boosts?

Also, don't just build new units all willy-nilly. Make sure what you build has a specific purpose. We may want to put a couple of decent (but lower priority) production cities on wealth, so that we can upgrade all our high level marines to amphi mechs when available

On a different note, I'm fine with putting the game on hold if needed. No rush.
 
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