The War on Innovia

Given the lack of enthusiasm, I would be happy to just wait for Plastics and dominate them with an oil-based army & navy.

If someone wants to create a 6-turn plan, the requirements are pretty obvious:
Form 2-3 Galleon SODs.
Escort with Frigates to be sure most of the Galleons make it back alive.
Recruit as many Galleons/Infantry/Cannons/Marines as possible. (Domestic will support your build, whip, and upgrade ideas.)

Ideally we need orders for every single unit involved.
 
About how far are we from Plastics?

If we want to hit them now, then it might be best to offer a luxury trade, so they are lulled into a false sense of security. We could come up with a 10-turn plan for all the units involved so that on the turn the trade can expire, we hit them hard, taking at least 2 cities, hopefully 3.

Or is that a ridiculous idea? :crazyeye:
 
Dave's Idea is the easy way to win...as we will no doubt have destroyers quite quickly (we are poised already)

That said. I just turned off research this turn so in 2 turns we can hit them hard. They are the weakest team :)
 
Innovia has a good sentry net up, so we can assume they get 1 turn warning of any invasion. Maybe more than 1 turn if Memphus keeps building a stack in the middle of the ocean. :rolleyes:

Can we capture 3 cities even if Innovia has a turn to rush reinforcements?
 
Innovia has a good sentry net up, so we can assume they get 1 turn warning of any invasion. Maybe more than 1 turn if Memphus keeps building a stack in the middle of the ocean. :rolleyes:?

Haha :( Yeah those should be a couple of tiles back. Next turn all untis will be in palce to strike the turn after.

Can we capture 3 cities even if Innovia has a turn to rush reinforcements?


From what I see with the spies, we will be able to take 4 cities on the first turn :evil: The questions is do we raze them or hold them.

Cities falling would be:
Powedertown (I Vote Keep)
Chowdertown (I vote Raze)
Southern Comfort (I vote Raze)
Topical Something (north of Bombay) I vote Keep...They are very lightly defneded over here.
 
So do we declare War next turn :evil:

If you can look at the save.

Also will be post anything about it in the UN?
 
From what I see with the spies, we will be able to take 4 cities on the first turn :evil: The questions is do we raze them or hold them.

Cities falling would be:
Powedertown (I Vote Keep)
Chowdertown (I vote Raze)
Southern Comfort (I vote Raze)
Topical Something (north of Bombay) I vote Keep...They are very lightly defneded over here.

Can you please tell us how many defenders are in each city, and how many troops you will be hitting the city with?

I would like to run some combat simulations to be sure we win.
 
See Attached Screen Shots:
For Innovian Forces.

We had no visibility this turn, but At Last Glance Powdertown had 1 Musketman
 

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Forces To Hit With:

Powedertown: 2 Cannons, 1 Infantry (if they have any more than 1 musket, we will land on the lumbermill instead.) They won't be able to kill that Infantry unit.

Port Tropicana: 5 Cannons (2 City *3, 3 City *2), 3 Infantry & 1 Cavalry (Nice part about this is the spy has revealed they have no troops anywhere close. So If we win here we can march right on North)

Chowdertown: 3 Infantry (10xp)

Chowdertown/Southern: (Troops can go to either):
Infantry: 6
Cannons: 6
Cavalry:1
Maceman:1
 
I think you are underestimating the defenses in Powderton. They are shifting a lot of naval units north. I assume they will shift their land units north too. But the canal is Powderton is not needed if all their southern cities are captured, because they will group all their units in the capital for a last stand.

I haven't run a simulation on the southern cities yet, but in general it looks very risky. Why can't we wait a few turns to double our unit count after coal plants come online?

Port Tropicana is especially risky, you are trying to kill 7 units with only 9 units. Plus it is in striking distance of 2 cavalry if you keep it, and the galleons don't have enough movement to sail the wounded attackers into the city.

Frigates with 1:move: can bombard defenses at half the cannon rate, 2 are not in range to do this next turn.

10xp infantry can upgrade to amphibious.
 
I have to side with Dave here. I'd rather have a later attack with overwhelming forces which can make the victories last, i.e. will be able to hold the cities, than a risky, quick attack that might end up in us losing the cities again. (Which do we want to raze?)

Caveat: I cannot open the save at the moment and so don't know the map layout.

-Kylearan
 
I haven't looked at the save in a while either - but it seems like our advantage is only getting wider as this game goes on.

Add in the lurking possibility that Piffle could wake up and smell their own demise at any point… and it seems to make sense to go ahead a wait a bit to ensure a clear-cut victory in short order.

At the least I think we should wait for the coal plants to be ready and then overwhelm Innovia.
I'm also ok with the idea of waiting for Oil.
Plastics just requires Industrialism and Combustion, right? So we could theoretically research that next.
 
One further additional advantage to waiting - Maybe Piffle will finally re-declare on Aloha, which would tie up their stack far from our shores :please:
 
Innbovia has sent us a letter asking not to play the save until they give us something more formal. I will abide by thier request :)
 
Dave Although I didn't explore the Danger zone this turn, We reinforced Point Defiance with 1 troop. I looked through the past 10 saves at end turn, and we would have noticed a fleet approaching. Powedertown we have LoS on and doesn't have any Galleons to hit us with :) Next turn it will be confirmed though.

Lose Lips Sink Ships

Interturn Innovia didn't fare too well...thier top ironclad lost...as well as anotehr frigate.

In total We lost 1 Empty Galleon, 1 Caravel & 1 Frigate.

They lost 1 Ironclad & 1 Frigate, but left other units injured.

As such On our turn, playing lower odds (50% ish) we sunk all of their frigates. The goal was to sink at least 2, as their ship building capacity is severly reduced right now. As it turns out all 3 were sank.

On top of this Our Frigate in the NE sank a Galleon of thiers with a Cavalry on board :goodjob: There is only 1 galleon left in the NEW for them now.

As far as the battlezone we have cleared it all but thier bay where there rest 2 Ironclads. Near Powedertown they have an injured Frigate (who will promote) and a Caravel. Overall we are begging to take seige of the seas.

Troops Were positioned so that if the opportunity ariese next turn we can strike 2 cities (capital or Ploughland not enough troops for both)

This will then remove the culture and put everyone on the same playing feild for roads!

Additionally we have loaded a fast Galleon (2 Cannons & 1 Cavalry) outside of Bombay to go around the horn and sneak attack Medina, which I am guessing is lightly defended. (Next turn our firgate needs to come back and kill a galleon before we can disembark.)
 

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Nice work Memphus :thumbsup:

Looks like the war is going well so far :D
 
:agree: You are very good at his game.

Just Lucky :goodjob:

I was fully expecting to lose 1-2 Frigates last turn, as well as then all of our Galleons would be Wesr instead of East, thus not allowing to be poised for an attack next turn (all units would had to have been dropped off in Clam Chowder)
 
You're just doing this well to prove me wrong, aren't you ;)

I think we're better off making a stab at their capital rather than Powderton, if we have to choose. Powderton isn't as productive as Wheelville. On the other hand, can our spies see where they have drafted? :hmm:

If so, then we should hit a city where they haven't drafted - this way we will force them to higher and higher :mad: levels.
 
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