Turns 201-209

On our turn we capture (in this order):
  1. Stonebony
  2. Hotel California
  3. Townes van Zandt
  4. Palace of the Prine
  5. Whip it!
  6. Sugar Mountain
  7. Graceland (Gong capital)
  8. Paradise City
  9. Yellow Brick Road
  10. Dirty old Town
  11. St. Alphonzo's
  12. Rock Lobsterford
  13. Great walls of Fire
  14. Dark Side of the Moon
  15. California Girls
  16. We Built this City
  17. Pete's End
  18. The Watchtower
  19. Ring of Fire
  20. Scarborough
  21. CBGB's
  22. Tutub (not listed in the battle log, but since Gong recaptured it we must have had it)
We lost:
  • 02 vTanks
2 units total

Gong lost:
  • 03 rWarrior
  • 05 vWarriors
  • 03 vSpear
  • 04 cInfantry
  • 04 vInfantry
  • 01 Cannon
19 attacking units
01 bombard unit
20 units total

On Gong's turn they recapture (in this order):
  1. We Built this City (27 gold)
  2. Graceland (27 gold)
  3. Tutub (autorazed) (18 gold)
  4. The Watchtower (27 gold)
  5. Great walls of Fire (18 gold)
  6. Dark Side of the Moon (27 gold)
  7. Palace of the Prine (18 gold)
  8. Whip it! (19 gold)
  9. Sugar Mountain (28 gold)
  10. Paradise City (28 gold)
  11. Pete's End (19 gold)
  12. Dirty old Town (19 gold)
  13. Scarborough (19 gold)
  14. CBGB (20 gold)
  15. Ring of Fire (20 gold or so)

We lost:
  • 02 vCavalry
  • 05 vTank
  • 09 eTank
  • 01 Cannon
  • 06 Artillery
  • 334 gold (roughly)
16 attacking units
07 bombard units
23 units total

Gong lost:
  • 05 rWarrior
  • 19 vWarrior
  • 01 vArcher
  • 04 vMace
  • 15 cInfantry
44 attacking units
00 bombard unit
44 units total

Leaving us with these cities:
  1. Stonebony
  2. Hotel California
  3. Townes van Zandt
  4. Yellow Brick Road
  5. St. Alphonzo's
  6. Rock Lobsterford
  7. California Girls


We lost this turn:
  • 02 vCavalry
  • 07 vTank
  • 09 eTank
  • 01 Cannon
  • 06 Artillery
  • 334 gold (roughly)
18 attacking units
07 bombard units
25 units total


Gong lost this turn:
  • 08 rWarrior
  • 24 vWarriors
  • 03 vSpear
  • 01 vArcher
  • 04 vMace
  • 19 cInfantry
  • 04 vInfantry
  • 01 Cannon
63 attacking units
01 bombard unit
64 units total

Gong's Largest Numbered Units on the Battle Logs:
Warrior82
MDI15
Infantry18
Cavalry02
 
GONG lands SouthEast
Spoiler :

208_AfterGongSE.jpg



GONG lands SouthWest
Spoiler :

208_AfterGongSW.jpg

 
We hit Gong hard. They hit back hard.

We captured 22 cities. They reclaimed 15 of them.

I think they they took the wrong 15.

We still have 6 coastal cities that are on our side of Gong. And better production. From the investigating we did earlier we did not see a single Gong factory.

So, if we can keep those coastal and land more units, we can slowly wear down Gong.

Gong wasted a lot of Warriors and cInfantry to reclaim those cities. I'm sure they have mobilized. They used Warriors to just wear down the Tanks to 1HP, then came in with a Mace or Cavalry. Tank10 in Dark Side of the Moon withstood 9 Warriors and 1 Archer and was finally done in by a vMace when at 1/5. Tank14 in Dirty Old Town was attacked by 7 cInf, down to 2/5, when a vMace got lucky.

The biggest loss was the Artillery. That was taken and used against us. Those 6 units took off 7 HPs on our Tanks, which saved Gong about 10 units. So we need to get them back, even if we have to disband them. They are near Sugar Mountain, Pete's End and Paradise City.

If I were Gong, the cities near us would be full of Warriors, just to slow down our attacking speed. They could have as many as 50 Warriors still running around.

Gong also has to worry about a second invasion, so those units are probably scattered in other coastal cities, too.

We do have an issue with Flips this next turn. I'm not sure how flips work in this kind of game (PBEM). Do they occur when the turn increments or some other time?
 
I think we should start razing cities. Better to simply scorch the earth and resettle in 5-10 turns than to play WW ping-pong with Gong.

...as a possible alternative, we might want to switch to Monarchy.
 
City Status (* = completed build)
City Name in Italics indicates maximum population.

  1. Freedom Central (12): VTank in 2.
  2. Thessauronicleus (12): VTank in 1.
  3. Kazgungudom (12): VTank in 1.
  4. * Thombriel (12): VTank in 1 -> VTank in 3.
  5. * Fortress of Meleet (12): VTank -> VTank in 3.
  6. * Kremlin (12): VTank -> VTank in 2.
  7. Citadel of Ur (12): VTank in 1.
  8. * Tower of Babel (12): VTank -> VTank in 2.
  9. Ishme-Shamash (12): VTank in 2.
  10. Weltonspolt (12): VTank in 1.
  11. Teal domination (12): VTank in 2.
  12. * Ninhursag-Ki (12): VTank -> VTank in 2.
  13. Azurra Coast (12): VTank in 1.
  14. Lake Port (12): VTank in 3.
  15. Marad-Dur (12): VTank in 1.
  16. * Sugar-Free Wheaties (12): Vtank -> VTank in 4.
  17. FreeToes (12): VTank in 1.
  18. * Coastal Geeks (12): VTank -> VTank in 5.
  19. Liberty Bell (12): VTank in 1.
  20. TuTuba (7): vCruiser in 56.
  21. Cat Ballou (12): VTank in 2.
  22. Freehand (12): VTank in 2.
  23. Chicago XIII (12): VTank in 1.
  24. Farkle Liberation (8): vDestroyer in 42.
  25. Numenor (3): vDestroyer in 72.
  26. Vista-Free (7): VDestroyer in 41.
  27. Jungle-Free (7): VTank in 2.
  28. Ellis Island (5): vDestroyer in 33.
  29. Unshackled (7): vTank in 33.
  30. Perelandra (6): Coastal Fortress in 31.
  31. Dusty Harbor (4/11SE): vDestroyer in 45.
  32. Debt-Free (7): vTank in 5.
  33. Sid City (6/11NW): rDestroyer in 22.
  34. Gratis (7): VTank in 24.
  35. Martin Luther King Jr. (4/11NW): rDestroyer in 50.
  36. Gun-Free (7): vDestroyer in 37.
  37. Freeborn (5/11NW): rDestroyer in 50.
  38. Monte Cristo (4/11SE): rDestroyer in 119.
  39. Footloose (5/11SE): rDestroyer in 60.

City Buildings
  • 01 x Sun Tzu's Art of War (Kazgungudom)
  • 01 x Theory of Evoultion (Kazgungudom)
  • 01 x Palace (Freedom Central)
  • 01 x Forbidden Palace (Kazgungudom)
  • 01 x Hoover Dam (Kazgungudom)
  • 01 x Wall Street (Citadel of Ur)
  • 02 x Granaries
  • 22 x Marketplaces
  • 25 x Libraries
  • 15 x Universities
  • 31 x Barracks (via Sun Tzu)
  • 31 x Hydro Plants (via Hoover)
  • 15 x Courthouses
  • 20 x Harbors
  • 12 x Aqueducts
  • 19 x Factories
  • 15 x Banks
  • 10 x Stock Exchanges
  • 02 x Commercial Docks

Military Status
19 Workers
75 Infantry
01 Artillery
08 Transport
13 Marines
14 Cruiser
01 AL-Battani
23 Tanks

Military Support
Total Units: 155 (-16)
Allowed Units: 108 (-27)
Cost per Turn: 94 gpt (+22)

Compared to BABE (Republic) we are strong.
Compared to The Council (Republic) we are strong.
Compared to SABER (Republic) we are average.
Compared to GONG (Feudalism) we are strong.

Domestic Issues
Espionage in 1 turns.
2361 gold, +324 gpt
40% science
10% luxuries (up 10%)
50% taxes (down 10%)

Resources connected to Freedom Central
03 Aluminum connected.
03 Rubbers are connected.
02 Oil is connected
02 Coal is connected.
03 Saltpeter is connected.
03 Iron are connected.
05 Horses are connected.

01 Furs
01 Incense (from BABE)
01 Dyes are connected (from The Council).
03 Spices are connected (to The Council, to BABE).
02 Ivory are connected.
01 Silks are connected
05 Gems are connected.
 
Unit moves
Naval
* Lydia Sutherland: SW.
* Mercy of Meleet: SW.
* Mischief of Meleet: SW.
* LS-001: N.
* Teal Thunder: SW.
* LS-002: SW.
* LS-003: SW.
* LS-004: SW.
* LS-005: SW.
* LS-006: SW.
* LS-007: SW.

Military

5/5 Tank10 vs 4/4 Infantry in Paradise City -> Tank10 2/5.
4/4 Tank16 vs 2/2 Infantry -> Tank 16 4/4.
4/4 Tank16 vs 2/2 Infantry -> 2/2 Infantry, Tank16 1/4 retreats.
4/4 Tank08 vs 2/2 Infantry -> 4/5 Tank16.
5/5 Tank21 vs 2/2 Infantry -> 1/5 Tank21.
4/4 Tank15 vs 3/3 Infantry in Palace of prine -> 2/3 Infantry, tank15 1/4 retreats.
3/4 Tank05 vs 2/3 Infantry -> 1/4 Tank05.
4/4 Tank27 vs 4/4 Spear -> 4/4 Tank27
4/4 Tank28 vs 4/4 Spear -> 4/4 Tank28
4/4 Tank26 vs 4/4 Spear -> 4/4 Tank26. Palace of Prine captured.
4/4 Tank24 vs 2/2 Infantry in Slane Castle. 4/4 Tank24.
artillery bombards 4/4 Infantry in Whip it! -> 3/4 Infantry
4/4 Tank25 vs 3/4 Infantry -> 3/4 Infantry, 1/4 Tank24 retreats.
4/4 Marine02 vs 4/4 Infantry in Whiskeytown -> 3/4 Marine02.
4/4 Marine05 vs 2/2 Infantry -> 4/4 Marine. Whiskeytown captured.
4/4 Cruiser vs 4/4 Frigate -> 1/4 Cruiser.
4/4 Marine01 vs 4/4 Warrior -> 4/4 Marine01.

Workers

W030 (NE of Weltonspolt): .
W031 (NE of Weltonspolt): .
W032 (NE of Weltonspolt): .
W033 (NE of Weltonspolt): .
W034 (NE of Weltonspolt): .
W035 (NE of Weltonspolt): .
W036 (NE of Weltonspolt): .
W037 (NE of Weltonspolt): .
W038 (NE of Weltonspolt): .
W052 (NE of Weltonspolt): .

W055 ( E of Dept-Free): fortify.
W057 ( E of Dept-Free): fortify.
W059 ( E of Dept-Free): fortify.
W060 ( E of Dept-Free): fortify.
W062 ( E of Dept-Free): fortify.
W064 ( E of Dept-Free): fortify.
W065 ( E of Dept-Free): fortify.
W066 ( E of Dept-Free): fortify.
W067 ( E of Dept-Free): fortify.
W069 ( E of Dept-Free): fortify.


Former Workers
W001 (airfield W of Dusty Harbor, 11SE).
W002 (joined to Freetoes).
W003 (joined to Freetoes).
W004 (joined to Freetoes).
W005 (joined to Freeborn).
W006 (joined to Weltonspolt).
W007 (joined to Coastal Geeks).
W008 (joined to Kazgungudom).
W009 (joined to Coastal Geeks).
W010 (joined to Freehand).
W011 (joined to Freehand).
W012 (joined to Freehand).
W013 (joined to Sugar-Free Wheaties).
W014 (joined to Sugar-Free Wheaties).
W015 (joined to Ishme-Shamash).
W016 (joined to Teal Domination).
W017 (airfield W of Sid City, 11NW).
W018 (joined to Kazgungudom).
W019 (joined to Teal Domination).
W020 (joined to Cat Ballou).
W021 (joined to Freehand).
W022 (joined to Azurra Coast).
W023 (joined to Kazgungudom).
W024 (joined to FreeToes).
W025 (joined to FreeToes).
W026 (joined to Chicago XIII).
W027 (joined to Lake Port).
W028 (joined to Lake Port).
W029 (joined to Lake Port).
W039 (airfield 2N of Lake port).
W040 (joined to Kremlin).
W041 (airfield N of Tower of Babel).
W042 (airfield NE of Tower of Babel).
W043 (airfield 2N of Tower of Babel).
W044 (joined to Tower of Babel).
W045 (joined to Liberty Bell).
W046 (airfield N, NE of Tower of Babe).
W047 (airfield 2NE of Tower of Babel).
W048 (joined to Freeborn).
W049 (airfield GONG).
W050 (joined to Kremlin).
W051 (Airfiel N, NW of Rock Lobsterford).
W053 (airfield NE, E of Tower of Babel).
W054 (joined to Footloose).
W056 (joined to Citadel of Ur).
W058 (joined to Kremlin).
W061 (joined to Sugar-Free Wheaties).
W063 (joined to Martin Luther King Jr).
W068 (joined to Ninhursag-Ki).
W070 (joined to Citadel of Ur).


General Notes and Plans'
7 Tanks airlifted to GONG lands.
 
Trading: BABE
Spoiler :
tfreet209babegf4.jpg

Trading: The Council
Spoiler :
tfreet209councilnr7.jpg

Trading: GONG
Spoiler :
tfreet209gonggv8.jpg

Trading: SABER
Spoiler :
tfreet209saberfa3.jpg

Domestic Status
Spoiler :
tfreet209f1zs8.jpg

Victory Screen
Spoiler :
tfreet209f8xn6.jpg

Top5 & Demographics
Spoiler :
tfreet209f11mu4.jpg
 
Whiskeytown is up the coast from Yellow Brick Road; it is not visible in the screen shot.

In FREE we have only one source of Oil. If we hold Prince of the Prine, we will control the Oil on Gong also. Prince of the Prine gives us two luxuries; Furs and Dyes, which might help our new overseas cities. They don't help the mainland until we build a harbor in Gong.

I was worried about Hotel California and Rock Lobsterford being undefended. If they don't flip, Hotel California can be captured by a Gong Cavalry entering the ruins of Townes van Zandt (desert) and then moving one south (grassland) and taking Hotel California on their third move. But then Hotel California auto-razes. Rock Lobsterford would become vulnerable if Hotel California chagnes hands.

However, that means that Gong has sent two Cavalry to capture two small towns instead of attacking Free units. Gong doesn't have that many Calvary to begin with. Let Gong destroy two native cities to gain nothing.


Question on PBEM turns
Is it possible to play a turn in two sessions? That is, do stuff, save the game, and then come back to it. I've always wondered about that.
 
We lose all cities in GONG lands :( How on earth they have so many Cavalry suddenly.

Battle Log--Turn 209--930AD
2/2 Infantry vs 1/4Tank16 SW of Paradise City-->2/5Tank16
4/4 Infantry vs 2/5Tank16-->4/4 Infantry forces retreat of 1/5Tank16 to St. Alphonzo's
3/4 Charlie Reid(guerilla)(takes free shot en route) vs 3/4Marine04 in St. Alphonzo's-->2/4Charlie Reid
4/4 Infantry vs 2/5Tank10 in St. Alphonzo's-->1/5Tank10
2/2 Infantry vs 1/5Tank16-->2/3 Infantry
2/2 Infantry vs 1/5Tank10-->2/2 Infantry liberates St. Alphonzo's + 26 gold
4/4 Roger Waters(Pikeman) liberates Rock Lobsterford + 26 gold
1/4 Cavalry liberates Hotel California + 26 gold
Cannon bombards 4/4Tank24 S of Slane Town-->3/4Tank24
Artillery(FREEbie) bombards 3/4Tank24-->2/4Tank24
4/4 John Lennon(guerilla) vs 2/4Tank24-->2/5Tank24
2/2 Infantry vs 2/5Tank24-->2/5Tank24
2/2 Infantry vs 2/5Tank24-->2/5Tank24
2/2 Infantry vs 2/5Tank24-->2/2 Infantry forces retreat of 1/5Tank24 SE
2/2 Infantry vs 1/5Tank24-->1/5Tank24
2/2 Infantry vs 1/5Tank24-->2/2 Infantry
Artillery(FREEbie) bombards 2/4Marine10 in Yellow Brick Road-->1/4Marine10
Artillery(FREEbie) bombards 2/4Marine03 in Yellow Brick Road-->2/4Marine03 bombard fails
Artillery(FREEbie) bomabrds 2/4Marine03-->1/4Marine03
3/3 Cavalry vs 1/4Marine03 in Yellow Brick Road-->1/3 Cavalry
2/4 Cavalry02 vs 1/4Marine10-->2/4Cavalryo2 liberates Yellow Brick Road + 29 gold
Artillery(FREEbie) bombards 4/4Tank26 in Palace of the Brine-->2/4Tank26
Artillery(FREEbie) bombard 3/4Marine09 in Palace of the Brine-->3/4Marine09 bombard fails
2/2 Infantry vs 3/4Marine09 in Palace of the Brine-->1/2 Infantry takes 1 damage def arty fire-->1/2 Infantry
2/2 Infantry vs 3/4Marine06-->3/4Marine06
2/2 Infantry vs 3/4Marine06-->2/5Marine06
2/2 Infantry vs 3/4Marine07-->1/4Marine07
4/4 MDI07 vs 2/4Tank26-->4/4MDI07
4/4 Charles Thompson III(MDI) vs 2/5Marine06-->1/4 Charles Thompson III
4/4 Infantry vs 1/4Marine07-->4/4 Infantry liberates Palace of the Brine + captures Artillery(FREEbie) + 28 gold
Artillery(FREEbi) bombards 4/4Tank28 S of Palace of the Brine-->4/4Tank28 bombard fails
3/5 Richard Wright(MDI) vs 1/5Tank21 1S of Paradise City-->1/5Tank21
3/4 MDI14 vs 1/5Tank21-->1/5Tank21
3/4 MDI02 vs 1/5Tank21-->3/4 MDI02
4/4 Destroyer bomabards 4/4 Marine01 2 SW of Rock Lobsterford-->4/4Marine01 bombard fails
 
That's what I thought. I just wanted to be sure.
 
We lose all cities in GONG lands :( How on earth they have so many Cavalry suddenly.
Only 3 Cavalry were used, but a lot of cInf died attacking our tanks.

We still have our stack of 7 tanks outside Yellow Brick Road (as far as I can tell from reading the battle log).
 
this is too much juggling for my liking, just attack, burn and board
 
this is too much juggling for my liking, just attack, burn and board
:confused:
What do you mean by juggling? I am unclear on that.

I think we need to airlift some infantry over, get computers, then Synthetic Fibers and hit them again.
And a settler or two, so that we have a native city on Gong soil.

This might be overkill, but we could build The Manhattan Project with our 2nd SGL and then nuke'em.

Just noticed this: we still hold Whiskeytown (with two marines). Remember, it is not on the last screen shot.
 
We can't build Manhattan Project while mobilized.

Shall we now wait for computers, then Synthetic Fibers? I think we do have to wait. It's really hard tanks against thousands Infantry. Too bad I did not raze more of GONG cities :wallbash:
 
We can't build Manhattan Project while mobilized.
Drat. That means making peace with Gong.
Shall we now wait for computers, then Synthetic Fibers? I think we do have to wait. It's really hard tanks against thousands Infantry. Too bad I did not raze more of GONG cities :wallbash:
Hindsight is always 20-20. We had a great initial surge. And they had a great counterattack. They wore down our Tanks with Warriors. I expected to lose a few cities, but not 15.

We have one city and a landing field. The city we will lose on their next turn, unless we can either reinforce it or expand that beachhead.

Yellow Brick Road is now size 4 and is sure to be full of cInfantry. Hotel California, if it did not autoraze, is the only other city our Tanks can attack.

On the next turn, what if one of us opens the Turn, gets some screenshots and data (F3 and CAII stuff, I'm thinking) and then posts that, for all to see and examine, before we play the offical turn? No attacks, just hit enter on the city production, accept no deals; do nothing except get the screenshots and game data.

Can we bribe The Council/Saber into this war?

We could gift Whiskeytown to The Council. And maybe get it back later.
 
Have you guys been changing builds in the interturn during this war, specifically as it relates to this rule?

"Teams cannot break into the build sequence to change anything, including actions such as hurrying production of a building/unit, changing prebuilds to the desired build, changing city laborers around to prevent a riot, and changing any build to another build (say, from a factory to a rifleman due to nearby enemy units). Instead of taking these actions during the build sequence before your turn, please make these changes during your turn."
 
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