Continue to attack with the
following plan. Here's what the dots mean: Place a stack of infantry/artillery/cavalry on those tiles (starting this turn). The numbers represent that turns that they could be able to attack. I'm giving this a little bit of a stretch, as we're nearing production of our first tank! (Ooligaria next turn!!!). Don't load our tanks into armies just yet. Let them become elite and hope for GLs, then start placing them in armies. I'd like to have 5 tanks (probably 4-5 turns from now judging from current instructions... I know we can have a lot more 50spt cities build tanks) before putting them into armies. Even then, I don't want to take up too much space in the transports.
Upgrade the captured catapult.
Move all troops on the ice island into Buto. When the resistence ends, move all troops onto an individual tile (workers included) to block any landing parties. Build a harbor (and rush after the resistence ends if Rik allowes it). It can build a few settlers to build 2 more cities on the island.
Create 2 stacks of cavs, infantry, and artillery. These units should be equal in number. (i.e., 24 cavs, 17 artillery, 3 infantry). Include tanks in these as they arrive. If a 50+spt city is building a cav, switch them to tanks if you can.
Start moving all but 2 transports in Raven's Flight to 1 tile south of Oscar Meyerville this turn. (1-2 transports will still be needed to shuttle over tanks, and other units if we need it). Once we hit the frozen forest, send both of the transports still in Raven's Flight to 1 tile south of Oscar. By this time, we should be building airports soon, so troops can be airlifted.
There are 2 transports and a destroyer by Ville du Buisson. Move these to Anwerp. These will stay here until we are ready to attack the Zulus.
By about turn 6, (once Egypt is defeated), give our troops a turn or two to rest. By about turn 8, move our troops onto the transports. (We will have room for 80 troops. I want 25 cavs, 20 artillery, 10 tanks, 5 infantry, and 20 workers - enough to build rails to London in 1 turn - on the transports. I would like it if we had a few more transports for the extra workers, but England doesn't have riflemen yet, and should be weak. (their workers might do). Move the transports 5 tiles south (so that we touch England's border. This is so that we can unload on the tile 1SE of the silks the next turn.). We can probably start the war at the start of the
next turnchat, provided we play 10 turns.
*Note There are 2 transports and a destroyer by Grand Bricolage (there's pollution there, too...). Move these to Villa Park (this will take 2-3 turns - It would be nice if this city built a transport too...). Start loading extra tanks, infantry, and any artillery onto these ships. (3 infantry, 5 artillery, 8 tanks would be a good number to have). The ships will take 6 turns to reach the gap in the borders by the chokepoint. (8-9 total turns). Since we're going to attack Egypt, move these ships from Villa Park to the Zulu Chokepoint on turn 10 of this turnchat (provided that they are filled with troops).
If any city with 50+spt has its' build queue run out, I suggest using tanks.