Turns 201-209

On our turn we captured (in this order):
  1. Palace of prine
  2. Whiskeytown

On our turn we abandoned
  1. Stone Boney
  2. Townes van Zandt

We lost:
  • 00 units

Gong lost:
  • 01 vWarrior
  • 03 vSpear
  • 04 cInfantry
  • 01 rInfantry
  • 02 vInfantry
11 units total


On Gong's turn they recaptured (in this order):

  1. St. Alphonzo's
  2. Rock Lobsterford
  3. Hotel California
  4. Yellow Brick Road
  5. Palace of the Brine

We lost:
  • 05 vMarine
  • 01 eMarine
  • 01 vTank
  • 03 eTank
  • 01 Artillery

10 units total

Gong lost
  • 01 vMace
  • 01 eMace
  • 01 vGuerilla
  • 07 cInfantry
  • 01 vInfantry
11 units total

Leaving us with these cities:
  • Whiskeytown

We lost this turn:
  • 05 vMarine
  • 01 eMarine
  • 01 vTank
  • 03 eTank
  • 01 Artillery

10 units total


Gong lost this turn:
  • 01 vWarrior
  • 03 vSpear
  • 01 vMace
  • 01 eMace
  • 01 vGuerilla
  • 11 cInfantry
  • 01 rInfantry
  • 03 vInfantry
22 units total



Free cumulative losses:
  • 05 vMarine
  • 01 eMarine
  • 02 vCavalry
  • 08 vTank
  • 12 eTank
  • 07 Artillery
28 units total



Gong cumulative losses:
  • 08 rWarrior
  • 25 vWarrior
  • 06 vSpear
  • 01 vArcher
  • 05 vMace
  • 01 eMace
  • 01 vGuerilla
  • 30 cInfantry
  • 01 rInfantry
  • 07 vInfantry
85 units total

Free Strength:

Start of Turn 209:
  • 21 Workers
  • 13 Marine
  • 75 Infantry
  • 13 Tank
  • 01 Artillery
  • 09 Transport
  • 14 Cruisers


End of Turn 209:
  • 21 Workers
  • 07 Marine
  • 75 Infantry
  • 17 Tank
  • 00 Artillery
  • 09 Transport
  • 14 Cruisers
 
We have not delivered the knock-out punch that was needed to weaken Gong. We can airlift 6 units overseas. Reinforcements by sea are several turns away.

We are going to lose our foothold in Gong unless something changes. We are still Strong compared to Gong (at the start of Turn 209) but they have the greater numbers and will just kill our units by attrition.

I suggest that we contact The Council. They have ships in the area that could bombard Yellow Brick Road and weaken the defenders. They have 2 Cruisers and a Carrier in the area.

We could offer them Techs (Amphibious Warfare and Rocketry) or gold (we have 2346 in the bank) or Whiskeytown.

We could then attack Yellow Brick road with our Tanks, then airlift in vInfantry to defend the city. By then it will be size 3 and less likely to flip.
 
I was asking because Team GONG felt it unusual that war weariness wasn't crippling you guys and your ability to airlift and build airports. In any case, thanks for your reply. :)
 
How did team GONG get the info about our cities? And, i didn't check the save, but Kuningas said he would build airfields with workers to airlift our units over.

CG: I would be wary about asking the Council for help. At this point, our foothold is lost. We can build a sizeable force of tanks again in 4-5 turns, with mech infantry thrown in. We still have our transports, and can ferry a force over. GONG may have less units in their north next time we invade, and we could attack there. If we attack before mechs, we can build TOW's (def 14) to defend our cities. Plus WW should be hurting GONG. I don't know why it doesn't appear to be hitting us full force yet. are the WW rules changed in PBEM?
 
CG: I would be wary about asking the Council for help. At this point, our foothold is lost. We can build a sizeable force of tanks again in 4-5 turns, with mech infantry thrown in. We still have our transports, and can ferry a force over. GONG may have less units in their north next time we invade, and we could attack there. If we attack before mechs, we can build TOW's (def 14) to defend our cities.
Take our lumps and regroup?
 
CommandoBob said:
Take our lumps and regroup?

Exactly. GONG is still a number of techs behind us, and if they invade us, we have enough tanks and infantry to deal with whatever they throw at us. Is there any way to get another luxury? Before our next invasion, it would be good to use of SGL so that we can get MGLs. How many tanks are we building per turn on average?
 
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