sc:01 Moddern war

Don't forget about the 2 sleeping GP's in Memphis. Might as well pop them for a golden age on turn 1, Quotey.
 
Here's a screenshot from turn 1. you might not want to look at it because it spoils one of the nicest things about the entire set.

Spoiler :
ssdoctrine5ad7.jpg


The set is not finished yet, but I do have a question: Hammurabi will be dead very soon. Will I stop there to let the next player hit DeGaulle?
 
I guess I would go by number of cities. Play either 10 turns or until you've razed 1/3 of the continent, whichever comes first.
 
Babs looks like 1/3. But if you want me to do more, just ask.

A complaint:

A small force has also been stationed outside of the 2 icy cities to the south of our mainland. The garrisons there should present no difficulties.

ssmistakecy2.jpg


First off, there are three cities or Hammy is playing silly buggers with culture. Second, 2 garrisons per city, with 4 units in one transport and no collateral means I couldn't take these. And then there's the missile cruiser with nothing in it. Looks like I won't be razing every coastal city turn one. (I tried razing Nineveh, and lost 2 modern armor at 80%. Nice.). No matter though, because it won't slow the conquest down because Giza has a nice garrison.

Hammurabi is really my least favourite AI. Annoying to deal with, can make stacks and makes lots of cities. It was my pleasure to look at our stacks, and meet him eye to eye, then give him the words.

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And suddenly, after we declare on Hammurabi, a golden age!

I said I'd detail the Sirian doctrine, and by god if this isn't really close to how it works, with the fantastic setup:

Step one: Bombard defenses coastally

ssdictrine1nb8.jpg


Step Two: Soften them up with siege jumping off boats, or planes:

ssdoctrine2vf8.jpg


FUN FACT: Seige cannot get amphibious promos.

Now, Guided Missiles: I wasn't sure what the were for before, and to be honest with ya, I don#'t really care. Let's see what one of these puppies can do!

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How uninspiring. The one use I found for them was the not having enough destroyers/battleships to level the defenses of four cities in one turn.

Step 3: Assault from the boats. Marines are the troop of choice for this.

ssdoctrine3xh3.jpg


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You lose one unit (plus casualties from attacking) who moves onto land, because you raze the city. Delete him if you wish, because if you stop to pick him up and heal, you're just silly. Americans are goddamn beautiful for this because of march.

Step 4: Move onto the next city. Or, in this case. Don't pass turns, don't collect an increased defense, just burn burn burn.

ssdoctrine5ad7.jpg


Missing from the above list: Nineveh, Opis

TURN ONE (509)

Wow, big IHT. And only 4 losses on the IT- expected MUCH more.

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This made me crap myself, until I realised we were in Representation. 15! unhappy guys because of WW. WOW. So is that 30 without Jails and Rushmore? Jesus Christ Almighty.

On this turn I made a probably major mistake, which I dearly regret because it's going to cost the next player a turn, and give them a headache. You see, in moving the units off the boats, well, I moved them off the boats. All of them. Marines and everything. Hope I will be able to tidy it up before the end of Babylon (one turn ish).

Razed one city this turn:
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Turn 2 (510)

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On the IT lose about 8 units inc. 6 Marines :(

Razed the 2 Ice Towns and 1 mainland:

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Turn 3 (511)

Ah, the final piece of Modern Warfare (no point to it though).

ssnukesyl3.jpg


2 lost in the IT.

Razed one city:

ssrazet3sm2.jpg


Wait, hammy isn't dead yet? Whhaaaattt?

A sinking feeling. A realisation. A palm to the face.

Let me tell you a story. Well, in, ohhh, it must have been 100BC, Hammurabi dogpiled onto Montezuma with De Gaulle. He managed to do one thing. March a stack about 40 tiles north and take a city:

sstenoie8.jpg


If there is a next UN vote,, please unban nukes and give this city about 50.

Well, this is the end of my turns. Going to take one or two more to move units into position for next.

Also, my ****ing mouse whipped round as I clicked and hit the CLOSE GODDAMN WINDOW BUTTON.

Oh, and I gifted a lot of techs to Monty and De Gaulle. Sorry!

Turn 4 (512)

I leave you with this:

ssniceji4.jpg
 
Save?

LMAO at the 15 unhappiness. Hammurabi has the SoZ somewhere (or he did before he got razed). That is some really stupid WW mechanic though... Ok, our troops basically razed out a Civ in 1 turn, and 3/4s of our population starts rioting. WTH?
 
Oh, save, crap. It will have to come tommorow, I'm afraid.

Also, please shift enter a turn or something because there are boats on a goto to a French border. I forgot to mention that.

Might want to gift rest of the techs and some cash to Monty for upgrades.

Also (I use this word sooo much), problem with the roster: Perhaps simon should take out half of France and leave the rest for silver so Madtown can take Azteca? Unless Madtown is fine with getting none of the modern warfare finale.

S.ilver ON DECK
Madtown
Quotey Just Played
Simon_c UP
 
Yeah, sorry about the lack of sufficient troops for the ice cities. We only had intelligence of one down there until I moved the ships into position on the last turn of my set and uncovered the other two.

Regarding guided missles, I too have noticed how unfulfilling they are. you are right in that they seem to only be of use to bombard cultural defenses. They really should cause collateral dmg to more than one unit... I mean cmon, it's a tactical missle. Non-nuclear, but still powerful as hell IRL.

As far as turn length goes, I'm fine with not getting another set. I see the challenge now as how to finish off teh rivals as quickly as possible. Consequently, don't worry about sandbagging in order to save turns for me. I've played plenty of modern wars out in SP anyways.

Good set Quotey! :goodjob:
 
In all honesty, if you were planning a modern war from ancient times, a key wonder to grab would have been statue of zeus for just for denial purposes alone.

WW in BTS is silly to begin with and SOZ just breaks it completely. Well knowing is half the battle eh... yo joe. :crazyeye:

Fun read.

Cheers!
-Liq
 
Page 8 has the SoZ discussion. We were originally lobbying for it, but got distracted by the whole "Let's kill Alex" thing.

Of course, some of the rationale for NOT building it was kind of :smoke:, and we can clearly see that now with 15 unhappy from WW against Hammurabi (god I hate that guy). A useful tidbit to know if there will ever be long wars vs the SoZ holder. Luckily, spiritual bails us out here.
 
Next player should start some millitary units. We have enough for De Gaulle, but just to be safe with Monty. Could probably take him down though.

The fleet of stealth bombers is on New Egypt due to me having no idea what to do with them. At RALLY POINT I think. Too bad we did not bring Mobile SAMs as stack protectors- we need them for Monty if we're gifting him everything plus gold.
 

Attachments

I'm three turns in. we could vasale hamy and monty !!.

But, I'm going to try to take them all out before the 10 turns are finished...
 
It's over.
it's done.
they are all dead.
1928AD
Quotey, you could have wound it up on your turn set..
I'll post the turn set later tonight, or tomorrow.
 
Nice goin Simon.

If you can, please post a save from the last turn too. I always enjoy watching the end game replay.
 
Very nice. Will definitely enjoy the report. And I've never even seen the conquest victory movie.
 
Oh, wow, fantastic job. I thought'd there would be a problem with slowish land armies, but clearly not. I just wanted to give the next players some stuff to do, you see.
 
RHumm. Looks like it's turnset 13 Unlucky for some.

Old DeGaulle I think...

So, looking at the save. It looks like we're setup quite well, to show the Frenchman why it was a bad idea to invade us several hundred years ago. He will pay for the insolence.

We have one small problem. Monty is vassaled to DeGaule. Wwhy it's not the other way round, looking at the graphs, I've no idea. Monty has more updated troops than Chaz, but they are still really WW2 vintage, not shiny and new like ours. So, we'll have to fight them both at the same time. :)

Turn 0: 1923AD

We can't get his navy this turn, but, if we wait, the culture at Nice will push our troops back lots, so lets go to war now. We can always spam some more naval units if the French fleet does escape and starts causing problems.

I upgraded some troops at home to take care of the new cities that had spring up at home (4 of them)

time to pay for your insolence.
Spoiler :
pic1.jpg


Lots and lots of trumpets as the entire world goes to war. :ar15: :evil: :ar15:


We start with Nubian.
Ships bombard,
9 fighters bomb.
First marine goes in with 84% odds and dies
2nd goes in with 88% odds and dies. :(
3rd wins at 95%.
Spoiler :
pic2.jpg


4th and 5th win. 6th loose at 80% !!

RNG doesn't like me today.

Ahhh. We can get to that city from our mega stack in the middle of the continent. Doh. I lost marines needlessly. Sorry :(

Tanks against longbows always makes a nice pic. There'll be lots more of these :)
Spoiler :
pic3.jpg



Next is the small city CdG just setup just south of our main stack. That dies quickly. Defended by cavs.
Spoiler :
pic4.jpg


Then Rouen on the west coast.
no losses. axes against tanks are a laugh.
Spoiler :
pic5.jpg

Spoiler :
pic6.jpg

Spoiler :
pic7.jpg



Even the locals approve of our actions.


Marseilles is next.
Spy to drop the defences.
Spoiler :
pic8.jpg


the modern armor in there.
and mech infantry to mop up.
Spoiler :
pic9.jpg


Try the Same in Rheims.
Bah, the spy got caught.

We'll just need the mobile artils to get up there.
It takes 7 to do the job of 1 spy and 1000EPs.
and then 3 Mobile Artils and 3 MechInfantrys to take the city (no casualties)
Spoiler :
pic10.jpg


We also take out random tanks and other units when we get the chance. Much easier when they aren't in cities.
Spoiler :
pic11.jpg



Also, I use the guided missiles to take out the oil wells where I can. It seems to most of them take two missiles. Not a huge cost in terms of hammers, but when you consider the lost rollover hammers, these missiles probably cost about 150-200 hammers each, not 90 they are expensive. I think the guided missile needs some more work. Either many more per ship, able to rebase and reload in one turn, or able to produce more than one a turn.

It's going to take 2 turns to march on Paris. :(

I split the stack. half to Paris. (and all the mach-artils) and some onto the transports to replace the marines.

And that's the end of turn 0.

Turn 1: 1924AD
Monty breaks free from CdG. No matter. We'll still take them both on at once.
Spoiler :
pic12.jpg


Our freshly upgraded troops take out the cities on our 2nd continent.
Spoiler :
pic13.jpg

Spoiler :
pic14.jpg


and two more that I forgot to take pictures of.

Next is onto Dijon.
Modern Armour and marines against cavs....
We don't any mustard when we capture it though :(

Spoiler :
pic15.jpg


Next is Charters.
Spoiler :
pic16.jpg


Charlie's navy is trying to escape. We hunt it down.
Spoiler :
pic17.jpg



The stack arrives at Paris. It will fall next turn. I think we'll keep it as an air base. The game will be over before it's out of revolt.

The eastern navy move onto Tours where Charlie's navy is.
It takes a lot of units, but it falls eventually and we loose 0 troops.
Spoiler :
pic18.jpg


The western navy position to take out Monty's cities. Hammy can wait until we've reduced the air cover around there.

Cont...
 
Turn 2 1925AD

Oh. We were building the internet... It would probably have been easier for is if Monty or Charlie had distracted themselves with it.

We're *very* close to the domination limit, so I give another city to Sitting bull.

We have to take Paris without air cover, so it costs us one Mobile Artil. unit.
Spoiler :
pic19.jpg


We take out the last oil well with a missile too.
Spoiler :
pic20.jpg


We start on Monty.
I actually went to quick combat here cos it was taking too long and I was falling asleep, so not as many screenshots now.

We quickly take Grenoble then start on Monty next.

Xochoicaloco first, it take too Mobile Artils, and two marines to mop up. No losses but damage to aircraft.
Spoiler :
pic21.jpg


The two battle groups in the eastern cost converg on Tenochtitlan.
I notice that some Modern Armor have been prompoted without colateral. Or maybe they were the upgraded tanks.

We re-base some bombers in Paris.
We upgrade a bunch and load them onto trasnports to take out Calixlahuaca next turn.

On to
Turn 3: 1926AD

We win loads of 85% battles. So I guess the RNG is balancing up from earlier. :)
Bahh. We loose. one.

And we take out Hammy. we had just enough troops to do it.

Only two cities fall this turn
Tlaxcala
Tlatelolco

We unload loads of troops to start the walk to Monty's capitol Tex something or other or whatever it is.

Turn 4: 1927AD
Calixtlahuaca falls.
The stealth bombers make short work of Orleans.
3 to reduce cultural defense. One to cause some collateral damage.
then land units to mop up.
Spoiler :
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Texcoco falls
Spoiler :
pic23.jpg


Turn 5: 1928AD
We get Future Tech1 Oooo.

Everything has converged on Teotihuacan.
Spoiler :
pic24.jpg


which falls without any problems.
Spoiler :
pic25.jpg


And we've won.
Spoiler :
pic26.jpg



Things to learned.

* We needed more aircraft carriers cos we're out of range of bombers. Ships can take out culture defense, but we need aircraft to damage the top defenders so that the Modernrmor with collateral can kill everything.
* When you have ModernArmor, marines aren't that great.

* It would have been totally different up against an AI with equivelent to ours, even if we had numbers on our side.

* I'm also interested to figure out how our production was so great even before Mininc Inc.

* Mining Inc seems hugely powerful in a domination game. The more land you take, the more production you get. everywhere !!

If I do something like this again, it will be Emperor, and aggressive AI. Really figure out how to win tight modern wars. :)

Saves to follow.
 
Here are the saves.

Something went wrong with the replay file when I was going through the animation at the end. It failed to show us expanding all over the rest of the world...:(
 
So, we took out an entire continent in 10 turns. And we probably could have done it faster if we split the forces better to have 3 landing parties, not just the main 1.

The power of Mining Inc.
 
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