SGOTM8 - Cutlery

:salute:

If his emminence, Alan H, has given his blessing as to my joining the team, :)

I now have to read the thread and get up to speed. Having said that, I'm disturbed there are no tanks :joke:

If'n I are now official, how come I ain't inee the roster?
 
Admiral Kutzov said:
:salute:

If his emminence, Alan H, has given his blessing as to my joining the team, :)
I have :)

If'n I are now official, how come I ain't inee the roster?

The latest roster includes:

post #248 said:
The much talked about and revered Admiral - Is there
 
Anyway , lets talk through this a bit...

The other team's thoughts...
Eventually take over the home continent
Become a cultural monster
Encite war between AI's over the pond to weaken them and improve the probability of a flip.
Grab cities in peace negotiations.

The weak point here is getting troops produced over the pond once you have a city. Since this is a conquest game I think it wold be very difficult to produce the troops needed outside of the core.

So, I think you would be looking at jumping your core from landmass to landmass. That's the ticket.

not in favor of core jumping.

You guys brought in an admiral in a world of no boats? :lol:

I haven't looked at the map in detail, but, a few things strike me as strategic objectives:

1. nukes
2. helicopters
3. impecable reputation

our short term goal is to eliminate the competition on the home island and then trade like venerable monks to get to communism.

The SPHQ is a must. the cash (for stealing) of commie can't be ignored. by the time we get commie, we should also have a railnet up that will let us pound enemy invasions.

Therefore, grab the home island. Culture building is fine, but IMIO, it ain't gonna win us nutin.

After we get the home island, force the tech pace to get us to ToE first. with that lead, we go fer nukes then helicopters. IIRC heli's carry one footsoldier? Need a reality check.

get V2'S after helicopters and then parachute and airmobile troops to the enemy landmasses.

since i haven't really looked at the map, I probably made an idiot out of myself. won't be the first time.

BTW, grab lux where appropriate and no building hospitals unless you can make a really strong case for it. If anyone wants a hospital rant, please advise.

BTW2, <insert little girl from poltergeist voice> I'm back

BTW3, for those of u unfamiliar with me, I'm an almost complete idiot, so feel welcome to disagree with my raving. :)

EDIT: There's no problem with tying the AI in knots via war with each other (see Igor 1AA, a shameless plug)
 
hmmm... I hadn't thought of the stealing aspect... If we fail war is emminent and potential beachhead via peace. If we succeed then we grab some techs. I expect some teams to lose via space and/or diplo. That would suck....
 
The latter is easy to prevent. The former more so, but that is why we need the :nuke: and our Marines and Paras.

I'd also considered Commienism as a potential future, but it may not be necessary. Beijing is earmarked as an ideal FP location (there's nothing close to home to make it worth it!).
 
Copter carried 3 (in COTM 11, so no reason not to here), 6 tiles over. From what we saw, the gaps are too small to make this an obstacle in distance, but we will have a tough time taking cities with foot units alone. We can't lift artilleries either. We'll have to totally abuse of V2's and tacticals if we get to drop from scratch, with no oversea foothold.

OTOH, if we invade an island where we do have a foothold, we can lift all the tanks we want to. This gives us a neat way of dealing with opposition. Tanks and bombers know no borders when airports are built for them to lift and land. Thus my idea on this matter is that we'll have to do whatever is possible to quicken the tech pace for us to get bombers and tanks ASAP. Hopefully, islands on which we can't grab a city will be weak enough to invade one city on them with missles and marines - just one: after that, airport rush and mass airdrop. So we might not have to abuse paras, helis and nukes all that much - just for at most one city per continent.

Nota: we can't lift knights/cavs, so those units will be totally utterly obsolete when we have our own continent, or at most they will serve as border guards during the time we go from holding our continent to knowing how to fly.
 
Tubby Rower said:
I expect some teams to lose via space and/or diplo. That would suck....
This would be quite hard since those 2 victory conditions are disabled just for that exact reason (I didnt think the top teams would have any problems with this, but when 2 teams managed to loose to diplomacy in sgotm7...)
 
Excellent!! I didn't see that anywhere. Now we can save our shields for the UN and not worry so much about the modern tech race to SS. Thanks for the response Gyathaar. :goodjob:
 
ALL C3C TEAMS PLEASE NOTE:

The SGOTM framework for C3C has the following changes from the out-of-the-box rules:

- aluminium will appear when you research fission instead of rocketry
- uranium will appear when you research computers instead of fission

These mods were also in SGOTM 6 and 7 as well, but didn't really affect anyone. This game could be different :D
 
my brain cell has another question? Can the copters tranport settlers?

Another lesson recalled from the bookseller monestary - tis cheaper to build airfield than airport.
 
The bookseller is mighty wise indeed, and this will surely prove useful; that's like 300 times more clever than I.
 
Admiral Kutzov said:
my brain cell has another question? Can the copters tranport settlers?

Yes. All normally transportable foot units can fly helicopters, plus a list given in the first post in this thread that includes settlers, some other non-combatants, and some other stuff like missiles.
 
@ BEF ( & A-K since you came in late) Our capital is a 4-turn settler factory and is finicky. The sequence is as follows:
  1. (4 pop, 4 food in bin) - lambs, both BG's, FP= 6 + 2 shields (on growth) = 8 shields, 6 food
  2. (5 pop, 0 food) - lambs, both BG's, plains or grassland + lake = 7 shields, 4 food
  3. (5 pop, 4 food) - lambs, both BG's, FP, lake = 7 + 2 (on growth) shields = 9 shields, 6 food
  4. (6 pop, 0 food)lambs, both BG's, plains, grassland, lake = 8 shields, 4 food
I know that eldar posted one earlier, but I noticed that the lambs & both BG's are worked all four turns. So hope this helps.
 
Ok, new screen, new glasses, everything ready to kick this a-rolling again. Thanks for the reminder.

I'm not 100% sure about going to war at present, so if anything brings up my concerns I'll shout it out before playing; if not, well, playing.
 
The chinese resistance is weak so far, I don't think we should expect much more of a counter attack than an odd horseman - until we get our hands on them. it is slow around the jungle as is, but road crews do a good job. 5 played, 5 to go tomorrow.
 
Super!! Like MM said take your time. No need to jump back in the lead in turns. Doing this right is way more important than finishing 1st.
 
Tubby Rower said:
Super!! Like MM said take your time. No need to jump back in the lead in turns. Doing this right is way more important than finishing 1st.
I would actually like to get to the point where we're lagging the rest of the pack.
 
I would actually like to get to the point where we're lagging the rest of the pack.
Yeah me too. I think that we were so excited that we just couldn't wait.

If we would have started later we probably could have pulled the farmer's gambit much as Team Wacken did. Oh well. I suspect that everyone's game is so different now that changing our game based off of someone else's score/culture/whatever wouldn't work.
 
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