CommandoBob
AbstractArt
With our SGL we can rush the UN in one turn, but we have to wait until we learn Fission and the UN becomes an option to build.
SABER,
With our knowledge of The Council's military, we feel that we can't invade them successfully before they launch a spaceship. We don't know your military strength (look, we're nice not spying on you ), but we are sure it is considerably larger than ours. So we could provide you with some gold (ex 2000), for you to rush a few more troops, and then you can invade the Council. If needed, we could provide a diversion.
We are looking forward to being FREE of the Council threat.
Empiremaker
Saber said:Dear FREE,
Thank you for the spices. We have stopped trading luxuries with Council as we agreed.
Dear FREEdom Fighters:
As you will see, we have declared war on Council this turn and done
considerable damage to their navy potentially to make it possible for
us to get a landing party to them. However, if they simply move ships
from their common border with FREE toward us, then it will delay any
attempted landing, almost certainly making us too late to stop their
launch.
As you are no doubt aware, your military strength is average relative
to ours. You admitted that it would not be possible for you to stop
Council before they launch. You must realize that there is no way
Saber can accomplish that task alone either. There is so little time
remaining that we absolutely must work together, or Saber and FREE
will both suffer an ignomious defeat to Council.
We implore you to declare on them this turn as well and sink as many
of their ships as you can find. With Council's navy destroyed, we will
at least have a little hope of doing some damage before it is too
late.
Your Allies in War (Hopefully),
Team Saber
CommandoBob said:Dear Council Crushers,
I have good news and bad news.
The good news is that we will be joining you in ridding the world of the Dark Blue Meanies known as The Council.
The bad news is that we can't do anything for at least two turns.
What we plan to do is this: Land a force of units on the north shores of The Council, on the tile we call 'Azzura Coast' and you call 'Estoc'. We will build a city on this hill and then rush some walls.
We plan to land on Turn 239 and build the city on Turn 240, thus starting our war with The Council.
We can't move any sooner because we don't have any settlers. We had our plans all made out by no one checked our unit stats until just now, when I played the turn. We will next turn, but on Turn 237 we have none. On Turn 238 we load up our transports and sail south. On Turn 239 we can unload our units (we hope) onto an empty tile. On Turn 240 we build our city and then The Council has a two front war.
While we don't know your plans, from the bleating we've gotten from The Council you stung them pretty good. We expect you to invade their land on your next turn, so when we get involved we may divert enough units for you to break out of your beachhead.
I'm sure we'll be in touch once our troops land.
Until then...
Sincererly yours,
Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...
Marsden said:We (Saber) got your message, but I would like to thank you.
I think it sounds like a good plan. The Council's navy was severly damaged, but they still have some subs, be careful.
Ah, that's good to know.They haven't landed yet. I peeked at the save.
They have some transports just south of Council-land.
CommandoBob said:Dear Orange Avengers,
It took some doing, but we were able to unload a stack onto The Council's land as we discussed earlier.
We had to do some fast talking with The Council in order to pull this off. We wanted to send several boatloads to them, claiming to be reinforcements, but they would not allow that. It finally came down to one transport of units: at most 6 Tanks. Even our escort was minimal; one Destroyer and one Cruiser.
We claimed that we fumbled the load and stuck in a settler instead of a Tank but did not see that mistake until just now, when we unloaded everybody.
We just sent this to them trying to explain:
CommandoBob said:Dear Wise People of The Council,
We made a mistake in the units we sent to you to help repel the immenent Saber invasion. Somehow we loaded Settler106 into the Lydia Sutherland. So instead of 6 Tanks there are only 5.
We didn't see this until we unloaded the Lydia Sutherland. I hit 'L', and then 'Unload All' as I was glancing down the manifest and before I saw the settler.
With the Saber invasion ready to land at any time, this was not the time for such a mistake!
:suicide:
Next turn Settler106 will load back into Lydia Sutherland and sail back to FREE.
Sincerely yours,
Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...
All we need is just one turn. Five Tanks should be enough to hold out. They have only one tile for land attacks and we are on a hill. We will move the Destroyer and Cruiser into the city for some extra defense, too.
Sincerely yours,
Art Parry
aka CommandoBob
Let FREEdom ring,
Let the white dove sing...