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.
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.
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.
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.
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.
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.
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.
You know the drill…
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.
No contest. The city is razed.
Next up is Pasagardae. This city will be tougher because I

and forgot to move more bombers forward. Still, I don’t expect it to match up to our war machine.
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.
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.
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.
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.
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 --