SGOTM8 - Own

I have no experience with helis so last night I played a short game (2 civ small map) up until adv flight just to test them.
I had been under the mistaken impression they worked like in civ2 - they dont.
They can drop 3 units off (infantrymen, settlers, workers, explorers) up to 6 tiles from starting point at a city or airfield taking 1 turn, they can rebased just like other air units. (sorry if you knew all this before - I didnt)

Therefore I suggest we need a halfway station to Japan - they conveniently have cities on island on the way so I suggest first choppers drop 3-6 infantrymen outside a city (after dow +/- allying Rome) to take it next turn then rebase choppers there, rush airport or build airfield. From this base our attack on Japan can proceed either with a bunch of heli-airdropped infantry to raze city and use workers for airfield or (my preference) drop say 5 infantry and 1 settler on hill on main Jap island - build city, rush airport and airlift in tanks. Once Jap destroyed turn on Romans with tanks / bombers.
Meanwhile same tactic for midway Jap island needs to be used for England - perhaps taking China on the way as inbetween base. England is more spread out so may take longer than Vikes so I would suggest them second (not too long after starting on Japs). Again I would favour 1 city on England's island as base (probably wont req bombers over here). Third attack can then be made directly on Vikes which can be reached from our home continent.
Once we have an airbase on each of these 3 main islands we can airlift reinforcements (tanks) to wherever the need is greatest with aim of conquoring all 3 islands at around same time. As this point draws near, other island cities can either be gained in phony peace treaties or dropping off squads of infantry by chopper so these dont delay our victory date.

I expect our main opposition to come from Romans who are the only ones with nationalism and ability to draft - we dont want anyone else to get this tech if poss. Elsewhere I expect muskets with Japs having samuri and English I think built Knights Templar having crusaders. On the small islands I would expect minimal resistance - poss only spears.

Edit - to achieve this we need plenty more tanks and about 6 helis.
 
Agree with estimate of 6 Helicopters with 3 Infantry each. Advise 30 Bombers (9 more than current, IIRC), for 10 Bombers per pair of Helicopters. Everything else into Tanks.
 
For Own and future players.

Our ICS area really sucks for production. But, once we shut down research, there's a better way! It requires some serious MMing, but it would definately save us boatloads of cash.

Switch each city to producing a building, rather than a unit. Create a bunch of specialists. Set them to be engineers. (Engineers can only work on buildings, not units.)

So, once each city has amassed enough production, we shift it over to the unit, finishing it. Even if we don't have time to let them make units this way, it still will make cash-rushing substantially cheaper, as each unit will be closer to completion.

This gets around the fact that the ICS region is so corrupted we get like 1 shield a turn. With this we can get 7-11 shields per turn. Much, much better.
 
IstariAsuka said:
For Own and future players.

Our ICS area really sucks for production. But, once we shut down research, there's a better way! It requires some serious MMing, but it would definately save us boatloads of cash.

Switch each city to producing a building, rather than a unit. Create a bunch of specialists. Set them to be engineers. (Engineers can only work on buildings, not units.)

So, once each city has amassed enough production, we shift it over to the unit, finishing it. Even if we don't have time to let them make units this way, it still will make cash-rushing substantially cheaper, as each unit will be closer to completion.

This gets around the fact that the ICS region is so corrupted we get like 1 shield a turn. With this we can get 7-11 shields per turn. Much, much better.

sorry, good idea but doesnt work. Shields produced by engineers disappear if you switch to building a unit.
Agree corrupt ICS cities will be of little help.

Suggestion - after reasearching adv flight - turn off research, sell all libs and unis and use cash to rush tanks etc in cities with only 1 shield production starting with those with most shields in box (and hence cheapest). Could also cash rush in any city which will take more than 20 turns till production (by which stage it will be too late to be of help)
 
Own said:
Edit2: One more thing, should I build an F-15 to kill a redlined unit for our GA?

We had our GA wonder induced with Pyramids and Copernicus.
I see no reason to research past advanced flight.

As discussed above:

Suggestion - after reasearching adv flight - turn off research, sell all libs and unis and use cash to rush tanks etc in cities with only 1 shield production starting with those with most shields in box (and hence cheapest). Could also cash rush in any city which will take more than 20 turns till production (by which stage it will be too late to be of help)

Also add that we should switch all scientists to tax and could consider switching builds to wealth in totally corrupt towns after cash rushing unit with shields in box to date. (this should give 1gpt extra from wealth in addition to 2 from tax collectors)
 
Pre-turn- Looks good, good micromanagement symphony d. :) .

1. We lose wool and furs, trade steel for them instead of our 2 before (they'll hire clowns, slowing their research, worth a free tech). 01, 06, and 05 Bomber to Tank (we've got plenty of em). We can't turn science down, adv flight next turn.

2. 03 tank to tank. We get adv flight, shut down research, sell factories and plants science buildings. Just changed all scientists to taxies without a break, took 20 minutes :crazyeye: . Gonna put my hand in ice (and eat dinner). Change cities to heli's.
 
3. With cranking out 20 units a turn or so, keeping track of them is a chore, and we're not building infra anyway. Just units. I finish heli's, and declare war on Japan. 2 heli's built in "in range" cities will drop off 6 infantry, while the others rebase to strategic locations, so we can attack Viking islands next turn.

4. We take Hakodate. Advance :hammer: ers to take FP city (should take a while).
 
@ Own
It is now 10 days since Symphony D posted last turn set.
Alan H has requested teams try to finish by the end of Oct. - 19 days away.
I suggest if you are having difficulty finding time to play you post your up to date save and let someone else continue. I for one have completed 2 full games in the past 10 days.

Roster
Own - up - to complete soon
Abegweit - on deck
Andronicus
Istari Asuka
Symphony D
 
Have PMed Abegweit - we will do swap - I will play next 48 hours leaving weekend free for Abegweit

Roster
Andronicus - got it
Abegweit - up next
Istari Asuka
Symphony D
Own - just been
 
Brief update
Have dowed China about to take their main island as stepping stone to England, setting up for bridgeheads in Japan and Vike land. Have secured ROPs with Vikes and Romans (netting 33gpt) which will soon abuse.
Planned overseas bases are -
Canterbury for English - sending units on raze and destroy counterclockwise.
Hill adj Reykajavik in Vikeland, raze Reykajavik and settle hill absorbing counter attack then launch later offensive
Only spot accessible by chopper from Jap midway island is BG NW of Kyoto - again settle and absorb attack with infantry before moving in with tanks. Raze 1st Kyoto then proceed counterclockwise. After Jap eliminated position troops for rop abuse Romans.
At 1275AD we have 2 cav, 5 tanks, 32 infantry and 24 bombers. Ex Greek isle is building bombers (no rax) and main isle is building tanks.
Stopped airport builds on main isle as we already have 5 plus I count 14 airfields - we wont be able to produce units fast enough to use all these in 1 turn.
Maxed out income with any corrupt city with excess food (many) hiring extra taxman and allowing to starve 9 turns before using civassist warning of about to starve to reallocate to tile - making 1043gpt - allowing purchase of extra 2-3 tanks per turn from corrupt 1spt cities.
 
1300AD and we are now at war with Vikes - awaiting their first counter attack, have easily absorbed English attack and now have force of 10 tanks there. City est in Japanese territory, airport rushed - tanks will arrive next turn.
Jap city is one east of stack position below - wanted hill but Romans occupied.

Edit - will play a few more turns tomorrow before handing over to Abegweit
 
Back
Top Bottom